View Full Version : Add Influence Problems
valri22 07-06-2005, 01:05 PM Hi,
If anyone could help me with this it would be greatly appreciated!
I'm trying to add an influence to my characters skin but I can't get back to my bind pose. Somehow I must have changed something and can't get it back, one of my joints is rotated at 0.001 and I can't get rid of it because it's hooked up to my rig controls. I might just be missing something really obvious that I could do but I can't think of anything. I don't know this part of maya very well, is it possible to save the weights that I've painted and just bind the skin all over again?
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syntetik
07-10-2005, 02:33 PM
hey, it`s known problem in Maya. big problem if you don`t know, but simple solution. in outliner turn off DAG objects and look for *bindPose* and delete it. Than Maya don`t care that your bones are 0.001 degrees rotated.
Jakub
www.jakubkrompolc.net (http://www.jakubkrompolc.net)
ShiroiOokami
07-13-2005, 12:50 AM
Depending on your setup/heirarchy this could be difficult. I am guessing you have an ik handle controlling the joint that is messed up. You can delete the ik handle effecting the joint, manually set the rotations to 0, add a new ik handle, then try again.
If this does not work then try and go back to a previous save and make sure that the rotations were actually set to 0 before you bound the character, if not then you could technically get away with setting the rotations to the non-zero values like suggested above, but assuming this is not an option you might have to do the following:
1. recreate a new joint setup for the arm or whatever (make sure to setup the joint orientation the same)
2. duplicate the skinned geometry (default settings) and unparent the duplicated geometry from the original
3. rebind the joints you bound on the original skin, excluding the messed up chain, with the new fixed chain to the duplicated geometry
4. select the original skin then the unbound skin and use Copy Skin Weights from the Edit Smooth Skin menu to transfer the weights from the old to the new object
The above steps might not work well depending on how your rig is setup, if you remember the setting you used originally, and the copy skin weights tool does not copy the weights exactly how they were...meaning you might have your jaw control move the rest of your head down with it, however I have found the discrepencies to be minimal for most of the body and fairly easy to fix.
Another thing you might try is:
1. exporting the skin weights as image files, also under the Edit Smooth Skin menu
2. then detaching the skin (or deleting history if that doesn't work)
3. fixing the rotation problems (by deleting the ik handle and any other connection to the rotation of the joints and setting the rotations to 0, if you didn't bind it at 0 then you would freeze the rotations so the joints wouldn't move even though .001 wouldn't be much of a move)
4. rebinding the joints to the skin
5. import back in the skin weights
6. test the imported weights, especially fingers/shoulders
a. if one side of the body is screwed up simply mirror the weigths
b. if the whole thing is messed up you could try exporting larger weight maps
Also, I have had problems almost every time I have attempted to use the Go to Bind Pose command... The best way to avoid this problem (other then making sure your rig is setup correctly BEFORE binding) is to make sure all of your control boxes are frozen and you can simply select all of your controls and set the settings back to the default which will in turn move the joints to their bind pose.
Oh, ya and make sure you have a backup of the file BEFORE you do any of the above stuff.
Hopefully this helps you out...sorry bout the long post :)
If anyone else has ways to get around the messed up rotations let us know.
Good luck :D
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