View Full Version : Problem with weightlifter plugin
nutriman 12-21-2005, 02:54 PM Hi fellows,
I bought the weightlifter pro plugin a while ago to speed up the weighting process.
The advantage of this plugin is at the same time the disadvantage :scream: :
It helps you to keep the weightings from different bones adding up to exactly 100% for every point. Sounds good, huh?
But apparently C4D needs AT LEAST 100% weighting from at least one bone to affect the geometry properly.
For example if you have a point that shares 50% weighting from one bone plus 50% from another bone, these weightings sum up to 100% but the point does not move along properly. 100% + 100% weighting will do though..
so back to the original mocca workflow :sad: ,
oh noooo.
I tried all kinds of settings but havn't found a setting yet where i can make use of this
nice tool.
Think I did one successful usage before updating to...umm 9.1 (was it?), so it might
be a problem with the versions?
Can somebody save my day??
Thanks for your input.
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Theropoda
12-21-2005, 05:42 PM
But apparently C4D needs AT LEAST 100% weighting from at least one bone to affect the geometry properly.
no, if you use "absolute vertex maps" in the bone's options, the total influence to a point of your mesh is always 100%.
so, if you weight a point only at 1% and no other bone influences this point, the 1% is scaled to 100%. if you weight a point with one bone 20% and another bone at 60 %, it's not 80 % influenced, again it's scaled up to 100%.
with "absolute vertex map" checked you don't need to think about the percentage-problem much; it's simply scaled to 100% always.
cheers
günter
nutriman
12-21-2005, 09:12 PM
Thank you Theropoda,
are you just referring to vertexmaps?
As you can see on the pic the part where 50%+50% weighting is painted on
stays back..
I also wanted to make sure that it's not affected by the nullbone bug so i set it up
in the accordingly right hierarchy.
nutriman
12-21-2005, 09:20 PM
ok figured that it's the same with vertex maps:
i know you have done some very nice animations...
so unfortunately it must be me.:shrug:
Theropoda
12-21-2005, 09:27 PM
hi,
it should definitely work with claude bonet, i don't use vertex maps for rigging very much, so i don't know.
to check if it's the nullbone-bug, simply check off the "null-bone" option in all your null-bones so they become normal bones temporary.
then, select all your bones and switch on "absolute vertex map" in the bone's options.
it should be checked for ALL bones, unless you use 9.5, where you just have to set the option in the parent bone.
hmm, actually that should work...
cheers
günter
nutriman
12-21-2005, 10:08 PM
Hey I got it!!
i marked the wrong bone with "absolute vertex map"...
it has to be the topmost in the object manager even though it's hierarchically not connected
to the bonechain, that was the confusing part.
take a look at the pic.
thank you!!
now happy playing with the WL Plugin again :thumbsup:
rsquires
12-21-2005, 11:05 PM
This series of posts speaks volumes about how difficult and ungainly Cinema 4D's weighting/rigging system is. I have no idea how difficult/easy it is to do on other systems, I have no experience of it, but if Maxon can make Hair so beautifully elegant and user friendly, ( one has to hardly look at the manual to be up and running pretty quickly) then why o why can't Character rigging be just a little bit friendlier in Cinema 4D. I'm not looking for one click solutions, I know that, but please can it be a little bit easier
regards
rich
Theropoda
12-22-2005, 09:03 AM
it has to be the topmost in the object manager even though it's hierarchically not connected
that's interesting and good to know.
@rsquires: i personally find weighting in c4d not that hard (for rigging, there is still a lot to do, but if you have the CD IK Tools, it's a lot easier and faster and more flexible.)
for weighting, i always use smart bones with claude bonet and "absolute vertex maps". that's the way i rig, and it's quite easy to understand if you've got it once. so, maybe the problem is more "what kind of options should i choose? smart bones or not? absolute vertex maps or not? claude bonet or vertex maps?"
i've also tried rigging in xsi (which i learn here at school), and it does a lot more auto-rigging and also creates your ik controllers automatically, but in the end, you also have to paint most of the vertex maps on your own or at least correct them. the disadvantage of this autorig-thing is that you get your rig quickly, but you don't really understand how it was done.
things that i find annoying in cinema's system is that there is still no tool to blur the vertex maps, p.e. something like the brush tool, and that you can't find out at what percentage a point is influenced by a bone.
cheers
günter
nutriman
12-22-2005, 02:17 PM
that's interesting and good to know.
@rsquires: i personally find weighting in c4d not that hard (for rigging, there is still a lot to do, but if you have the CD IK Tools, it's a lot easier and faster and more flexible.)
for weighting, i always use smart bones with claude bonet and "absolute vertex maps". that's the way i rig, and it's quite easy to understand if you've got it once. so, maybe the problem is more "what kind of options should i choose? smart bones or not? absolute vertex maps or not? claude bonet or vertex maps?"
i've also tried rigging in xsi (which i learn here at school), and it does a lot more auto-rigging and also creates your ik controllers automatically, but in the end, you also have to paint most of the vertex maps on your own or at least correct them. the disadvantage of this autorig-thing is that you get your rig quickly, but you don't really understand how it was done.
things that i find annoying in cinema's system is that there is still no tool to blur the vertex maps, p.e. something like the brush tool, and that you can't find out at what percentage a point is influenced by a bone.
cheers
günter
So you've never encountered that problem? weird..
Do you use WL? It can also give you information on percentage of weighting.
A.v.K.
12-22-2005, 05:08 PM
Hey I got it!!
i marked the wrong bone with "absolute vertex map"...
it has to be the topmost in the object manager even though it's hierarchically not connected
to the bonechain, that was the confusing part.
take a look at the pic.
thank you!!
now happy playing with the WL Plugin again :thumbsup:
Sorry for my late answer. I have seen this thread too late.
Nice you figured it out by yourself :thumbsup:
Btw. this is the same with the strength function for bones if you don't want to use any weights at all.
You have to set the function for the root bone of the chain and all child bones will use that strength as well.
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