View Full Version : adding joints to a skinned skeleton?
amannin 04-11-2006, 12:17 AM I added some joints to the arm of a skeleton i already skinned. how do i skin the newly added joints, or add them to the skin, without messing up the controls for the rest of the skeleton?
do i have to unbind the skin and then re-paint the weights?
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john_homer
04-11-2006, 12:45 AM
skin -> edit smooth skin -> add influence
might pay to read the docs..
you probably dont want "use geometry" on.
also, set default weight to 0 and lock weights if you dont want maya to randomly assing weighting to the new joints (stuffing up the weighting you have)
.j
amannin
04-11-2006, 01:06 AM
"influence objecs are external sources used to deform smooth bound skin." --- so how do i use this to add in a few extra joints ? (i don't mean that sarcastically)
actually, i altered the geometry of my character by adding to it, and then i added extra joints. i would like to keep everything how it is, and just add to it -- but its not working...
---i tried the edit smooth bind -> influence, but i got:
Error: The dropoff flag can be used in Edit mode only when adding an influence or in conjunction with the influence flag.
----if i turn off geometry when adding the influence, i get:
error: problems ocurred with dependency graph setup
any ideas?
revilo3D
04-11-2006, 10:51 AM
joints are just iconic represetations of something "external" err somewhat :P
So just use "add influence" to add the joints. But yes definately make sure default weight is 0 otherwise your weighting is gonna mess up. add the weighting of the new joints manually affterwards.
amannin
04-12-2006, 04:00 AM
so far i have mananged to hit all the problems of other people on this forum, relating to this issue, but i have yet to find a remedy. alas, i will re-paint weights... :(
crap... this is what i get for last minute changes *kicks self*
john_homer
04-12-2006, 05:42 AM
jezzz.. whats the problem here..??
just select some joints (that you want to add) THEN the skinned surface and run this...
string $sel[] = `ls -sl`;
int $selsize = `size($sel)`;
string $base = $sel[($selsize-1)];
for ($i=0; $i<($selsize-1); $i++)
{
select -r $base $sel[$i];
skinClusterInfluence 1 " -dr 4 -lw true -wt 0";
setAttr ($sel[$i] + ".lockInfluenceWeights") 0;
}
if it complains about bindPose, just delete the bindPose.
.j
amannin
04-12-2006, 10:09 PM
just wanted to say thanks --- i've noticed you posted this same answer for all the other threads pertaining to this issue (i can understand how old it must get).
altering my geometry is what killed my skin weights i believe, so i'll look into that more and continue working on it --- but once again, thanks for answering this worn out question...
revilo3D
04-13-2006, 09:50 AM
Ahhh yes you modifyed the geo. For this I believe you should use "subsitute geometry". Thats Maya 7.0 of course. It will transfer your old skin weights to a new model at which point you can then proceed to and new joints :)
underearth
04-13-2006, 11:02 AM
skin -> edit smooth skin -> add influence
.j
this is probably THIRD times holmes have said that on this forums only...
lolz..
anyhow thx holmes he is always of help.. to us noobs..
meanwhile while adding new joint or editing existing joint by removing influence.. and then reassigning influence..
one must first have deleted Bindpose node from hypergraph it is attached to joints in input output connections and after that.. if u want create new bindpose node by..
first selecting root joint and type this in script editor..
dagPose -bs -s;
thx
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