View Full Version : Vertex weight mapping question
reddog708 05-01-2005, 10:18 PM I've got a properly rigged arm and a vertex map of the arm's geometry, but when i combine the vertex map with the bones' restriction tags the arm says "see ya!" i was able to map the face and body fine the same way with no problems.
anyone know what the problem is?
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bobzilla
05-01-2005, 11:32 PM
Could there be a right and left problem? Check that the vertex map you're using is indeed the left arm mesh.
And maybe try Unhide All just for the heck of it...
reddog708
05-02-2005, 01:45 AM
i made a new vertex map just to be sure, but the problem's still there.
3DKiwi
05-02-2005, 02:33 AM
My guess is that you may need to fix the bones first then apply the restriction tags.
What i would do is a rest command. Check that the bones are postioned correctly and then do a fix bones command. Then apply the restriction tags. Also helps to disable expressions just in case your targets / goals are active.
~3DKiwi
reddog708
05-02-2005, 10:26 PM
tried all that, disable all expressions, still no luck. re-fixing the bones and restriction tags allowed the top part of arm to follow the bone, but not the rest.
wuensch
05-02-2005, 10:50 PM
can you post the file?
its hard to see this kind of stuff from screenshot--
Olli
reddog708
05-02-2005, 11:40 PM
I'm trying to compress it, but with the rig and all, it's 16mb before zipping, what makes the file so big?
wuensch
05-02-2005, 11:47 PM
16MB--the textures?
1000Claude bonnets of trial errors that are not active? (try to clean up CB in the CB attribute-dialogue).
anything else I have no idea
reddog708
05-02-2005, 11:56 PM
I don't know what it is but i shrunk it down to 5 mb. i didnt use claude bonet bc i found vertex maps easier to use. anyway here's a link to the file:
http://www.johnbrianrobson.com/rigtest.html
wuensch
05-02-2005, 11:58 PM
checking it out (before going to bed ;.-)
reddog708
05-03-2005, 12:01 AM
vielen dank, ich habe vergessen dass sie im Deutschland wohnnen. Tut mir leid, vor 10 jahren habe ich keine deutsch gesprachen, also mein Deutsch ist sehr schwer! :O)
wuensch
05-03-2005, 12:01 AM
why are the arm-bones outside of the hierarchy of the mesh?
This might cause the problem-- I am still trying to understand it--
Bitte sehr ;-9
reddog708
05-03-2005, 12:03 AM
they're supposed to be a child of the chest, i took them out because they were freaking out
wuensch
05-03-2005, 12:28 AM
OK, here my comment:
unfix all bones, move the L_Arm hierarchy and make it child of the Hips-bone, fix bones again.
Turn on the "Absolute vertex" option on topmost bone "spine null"(bone options are inherited) or if nort desired, change the bone falloff-function to something else than 1r2 say: 1r8
this will make the arm behave.
out of hierarchy the arm was trying to defom the world.
Another comment: your character mesh is waaaay too heavy-- its like 80000poly for a relatively simple form--
its gonna be very hard to animate that--
I am not sure why you did it like that, and I am not really sure where all those points are---
something in your file is making my machine crawl like a snail--
Olli
wuensch
05-03-2005, 12:29 AM
the file is definitely weird-- something is not right here-- have to check again--
wuensch
05-03-2005, 12:32 AM
OK, the problem that puts your file to a crawl resides somewhere in your soft-IK tags (I deleted the sIK tags & all targets & expressos moved the arm inside the Hips and all was fine).
Olli
wuensch
05-03-2005, 12:36 AM
hmm-- your background object has serious effect on performance, too--
wuensch
05-03-2005, 12:37 AM
OK: i flushed all your materials & found they are the break that slows everything down--
Olli
wuensch
05-03-2005, 12:47 AM
here is my result.
waht I did in the end :
deactivate IK
unfix all bones
delete your materials (slow maybe because the textures were not there)
move arm-bone chain to hips
set new restpos/rot for IK
fix bones
then all workes pretty much like it should.
link to file:
http://www.lovathon.com/c4d/rig_test_02xx.zip
Olli
bobzilla
05-03-2005, 12:52 AM
I just put the bones as child of the mesh and it worked OK...at first. The L_Arm bone has a weird rotation on it and makes it difficult to place it in the hierarchy. That's when it goes wacky.
The mesh is pretty high poly for what it is. Why didn't you use a lower poly and put it in a HyperNURB. I think that's why it's slow moving.
reddog708
05-03-2005, 12:56 AM
hehe as u can tell i'm not a rigger. as far as the mesh goes i can simplify it, i was working too fast early on and broke the model down the wrong way. what is the problem you are having now?
reddog708
05-03-2005, 01:20 AM
hehe as u can tell i'm not a rigger. as far as the mesh goes i can simplify it, i was working too fast early on and broke the model down the wrong way. what is the problem you are having now?
reddog708
05-03-2005, 01:28 AM
any suggestions on fixing the arm's rotation? this is my first rif and has been a trial and error from the start, so my rig may be totally whack.
reddog708
05-03-2005, 02:19 AM
Thank you Olli. Hopefully this will do the trick. I fixed my model so it's now a much lower polygon count. Thanks for your help!
wuensch
05-03-2005, 07:01 AM
Welcome,
hope this helps you get your project in gear.
Olli
reddog708
05-03-2005, 04:42 PM
absolutely. everything's rigged now and i can get on to animating!
Vielen Dank!
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