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View Full Version : 3dsmax8 Specific Problems in Rig/Skin- Shoulder/Arm/Fingers - Please Help


FabioMSilva
06-16-2006, 06:37 PM
Hi, i've been struggling a lot for a lot of time with this model, including it's rig and skinning. The problem i've come into is the shoulder, the arm and the fingers.

I'm using Character studio as the bone system, and using skin modifier as it's skinning tool.

Ok, i've made several screenshots for each one of this problems. I hope you guys throught it are able to tell me why the skin isnt working properly.

Ok so here the images. Theyre a bit big(about 1 mb all three together)

The arm/shoulder problem and the complete model & bones disposition
http://fabiomsilva.planetaclix.pt/cgtalk/lucy_arm.jpg


the specific verts and weighting and envelopes of the shoulder
http://fabiomsilva.planetaclix.pt/cgtalk/shoulder_skin.jpg


the specific verts & weighting and envelopes of the thinger
http://fabiomsilva.planetaclix.pt/cgtalk/fingers_skin.jpg

Please help.

Cheers.

PEN
06-16-2006, 08:29 PM
What are you seeing is not a problem with Skin. Learning to skin correctly takes alot of time and effort as well as a good rig. Biped alone is not enough to get the skin deforming correctly. You might want to have a look into using Skin Morph but be fore that you should learn better practices for setting up skin.

My 3rd DVD covers skinning and I think would help you out alot.

mustan9
06-16-2006, 08:46 PM
Your joint locations are wrong for the shoulder. Reduce the length of the clavicle.

Your topology (edge loops) of the shoulder aren't very good. Add a some loops around the shoulder so you have some vertexes to deform.

You can't rotate a bone around a single edge loop on the finger, and expect it to deform cleanly.

Buy Paul's DVDs save yourself some learning pains.

FabioMSilva
06-16-2006, 08:59 PM
Thanx for the fast repplies.

Paul - I know it is not a problem with the skin modifier ^^; i know the problem is with my Skinning/weighting etc. Sorry to make you think i was thinking the problem was with max(hope it is not too confusing my poor english). About your dvd's i knew u had some on rigging, but i didnt knew you had one about skinning. It really interests me, so thanx for pointing it . :)

mustan9 - thanx for the tips. I'll be sure to try those out.

FabioMSilva
06-29-2006, 11:27 PM
OK, ive watched Paul DVD(very good dvd to say the least) and i'm now posting some updates. Still, i really suck at skinning/rigging. Dunno if it is the model's fault(The model isnt good too), or my lack of experience/ability in the field of rigging.

One of the biggest problems i've encontered maybe has to be with the scale. This model is almost 3 years old, and ive probably resized it counteless times(not the biped which i remade new) and Xform doesnt seem to work properly. Also, the pivot points are a hell of a mess, and the Vertex mirroring doesnt seem to work that well anymore(i have to increase the values a lot, and the put the mirror a lot to the left is really weird, not to mention most vertexes altough are blue, are most likely wrongly mirrored, so i had to make the weight painting all over on the other side)

Here's a video of all the current problems i still have. The biggest one i believe it is the clavicle area with the extra bones. The video also shows a lot of other things in my model as some of it geometry and bone system/weighting.

The file is a bit big, but i believe u can download it a good speed.

http://fabiomsilva.planetaclix.pt/2.avi

Tough I believe the fingers got better, tough i havent worked on the thumb yet as you will be able to see in the video.

Hope u guys can help me improve!

cheers.

FabioMSilva
07-01-2006, 02:17 AM
no one ? anybody? :shrug:

IkerCLoN
07-01-2006, 03:48 PM
I think the video is too big for what you want to show. Edit it, and only put the important segments you want to share with us ;) It's quite boring to see how you rotate the model, select... There are near 2 minuts in which nothing happens. Don't take it as an attack, but as an advice ;)

First, I think the T-pose on your model it's not correct. It's better for skinning if you rotate down your arms a little bit. Think that your model will have her arms more pointing down than pointing up.

I think you have to deal more with Skin, as well with SkinMorph, as Paul says. Some people use more bones to keep the volume in the joints. As I see, your knee is too bendy. Put another bone in there, or helper, and give to it some influence. Playing with Weight Table will help a lot when dealing with a group of vertices. Good edge flow helps, too.

Look at a mirror, and observe how your joints work. It seems quite stupid (if your mother discovers you, she's going to imagine strange things when seeing you bending your arm up and down!), but it's the best thing you can do: looking at references. Try to forget about the technique, and observe, observe, observe. Later on, you can fight with Skin and Skin Morphs, but first I guess you wanna know what you want to do and how you want to do it ;)

Good luck!

eek
07-01-2006, 06:53 PM
First, I think the T-pose on your model it's not correct. It's better for skinning if you rotate down your arms a little bit. Think that your model will have her arms more pointing down than pointing up.


Good luck!

give the elbows a slight bend too, and lean the arm slightly forward ala gorrilla.Essentially you setting the neutral pose of your characters skinning.

FabioMSilva
07-02-2006, 07:30 PM
Thanks for the repplies!

There are near 2 minuts in which nothing happens. Don't take it as an attack, but as an advice ;)



No no, certainly not. You're totally right. Next time i'll upload a video i'll try to make it shorter and more focused on the issues.


It's better for skinning if you rotate down your arms a little bit. Think that your model will have her arms more pointing down than pointing up.



I've been noticing that for some time now, but i don't yet understand the reason why rigging is done in such pose. I thought the T pose would be better for modeling/rigging, since its easier to grab the thingers vertices to weight.


As I see, your knee is too bendy. Put another bone in there, or helper, and give to it some influence. Playing with Weight Table will help a lot when dealing with a group of vertices. Good edge flow helps, too.


Thanks. I'll try that.

Eek - Thanks mate. I'll try that.

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