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View Full Version : throwing points when skinweighting?


troy3D
12-22-2005, 06:01 PM
ok i know that 6.5 has some bugs concerning weighting ,but dose anyone have a trick or something to help out with throwing points( you know the spikey thing that happeneds)

seven6ty1
12-22-2005, 06:05 PM
Weight those points to a different/closer/more appropriate joint.

Either that, or you could possibly be getting a double transform due to a cluster or something.

troy3D
12-22-2005, 06:24 PM
well this snap shot is from the model with default weighting one pass of the add brush to the hips and the arm gets wacked out . here is the link http://i27.photobucket.com/albums/c196/jtchas3d/a551bdeb.jpg
there is no clusters and i didnt make the model so there any number of poor/sloppy issues that i may have to deal with. but i am open to any ideas :eek:

seven6ty1
12-22-2005, 06:38 PM
Whoa, those hands look like they're gonna be a pain to weight!

But yeah, did you try toggling through the joints to see what is affecting those verts and assigning those verts to another joint? Also, make sure you've deleted history on that mesh before binding.

troy3D
12-22-2005, 07:51 PM
while this model is wacky i must move on my boss is on the edgeof freekin out , i am going to go gargle some glass thanks for your help

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12-22-2005, 07:51 PM
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