View Full Version : Bones tearing my mesh
Delucubus 10-10-2002, 07:02 PM What is happening is I have a frozen nurbs model. When I apply my bones to the object it tears the model at the seams of weight maps. I'm working at the problem but it is a slow process. I think the problem is that I don't have enough fall off in my maps but I'm not sure. Maybe someone has experienced this and found a good fix.
But here are the pictures.
http://www.standardsound.com/problem1.jpg
http://www.standardsound.com/problem2.jpg
Thanks,
Todd
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proton
10-10-2002, 07:06 PM
can't see image but it sounds like the weight maps need to be adjusted.....try changing the setting....example:
Upper Thigh 50% to Thigh and 50% to pelvis
Middle Thigh - 100% Thigh
Lower Thigh- 50% Thigh , 50% Knee...
hope that helps....have the weight maps blend into each other...
Delucubus
10-10-2002, 07:19 PM
wow, I think you responded so fast, I didn't even have time to edit the links for the images (that should be working now).
But I'll try those out, thanks.
proton
10-10-2002, 07:24 PM
yeah...looks like the falloff of the weight maps need to be set.....try what I posted and let us know how that works for you....
Yiorgz
10-11-2002, 04:37 AM
The tearing looks to me like four-sided polygons becoming nonplanar (hence not being rendered by the GL view) but it might be something else too.
The other thing is that the rotation axis for the thigh might be in the wrong place.
Extending the weightmaps on the thigh up to the butt to allow the leg to stretch the butt-cheeks down more as it bends up, could help.
Any reason you are using a frozen mesh ?
You can often smooth things out more when you are working with a simplified cage of your object and let the subdivision level fix some of the issues. You can also let "subdivision order" from object properties (or objects tab in Layout) smooth the mesh after your bones have done their work.
The choice of weighting for the butt of this character is not that good. It could extend higher at the back and lower around the front of the character.
http://www.users.on.net/george/images/misc/imagelink.gif (http://www.users.on.net/george/images/misc/quick_weight_exp_01.jpg)
You can see in the image that the subdivision after bones effects can sometimes fix a bad weighting of an area.
Delucubus
10-11-2002, 08:17 AM
I'm using the frozen mesh because I made the model in nurbs but wanted to apply a texture to it. I'm no expert, but that's the way i worked things out (with nurbs my texture always stretched in weird ways). (maybe there is a better way of modeling to texture to weight maps then what i did)
I took protons advice and modified it a bit and things are starting to work better. I still get a mild bit of the tearing underneath in the crotch area, but at the distance these models are going to be viewed i'm not to worried.
thanks for the help.
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