View Full Version : vertex weighting with abs effect
I'm in the process of weighting vertecies to bones, and I'm having trouble assigning absolute values (using the ABS effect spinner). Any changes I make seem to disappear and many times it simply will not let me type in absolute values for selected verts (the abs spinner is greyed out)
- I select a bone in the list
- I select a bunch of vertices
- I set the abs effect (under weight properties) to "0.5" and hit enter
- I have "rigid" and "rigid handles" unchecked (although I DO have "normalize" checked)
- When I deselet the verticies and click on them again, they all have weights of zero (not the "0.5" I assigned)
- This is driving me crazy!!!!
I've tried it with "normalize" unchecked and it works for some parts of the mesh and not others. I'm pretty stumped.
-clu
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Kanga
10-08-2004, 05:14 PM
Exactly the same problem im Max6!
Did you ever find a solution?
Send me a file that does this and I will see what is going on. I will need full steps of what is happening. I have well over a hundred characters in Max 6 and have never seen that problem.
PokeChop
10-08-2004, 06:38 PM
Hey guys. You must turn off "Normalize". I had this happening the other day also.
Normalize—Forces the total weights of each selected vertex to add up to 1.0.
If normalize is on and you have verts that add up to something other than 1.0, normalize will pop you back to 0. Turn off normalize, and then you will get a nice soft gradual blend between your weights. Your shaded display will go from showing either white (0 weight) or red (1.0 weight) to many shades in-between, like blues yellows and oranges. That's what you want.
Also to make things easier to see how the abs setting is effecting the verts, I set my total frames to 2, then go to frame 1, turn on animate and strike a pose. This way you can easily jump back and forth to see how the skin modifier is acting on the mesh with the < and > keys on the keyboard quickly.
Hope this helps.
Personaly I would want the combined weights of a vert to exceed a value of one. But hey, to each his own. This also shouldn't be causing the problem that you discribe unless you are not giving full steps to create the problem. If at some point you are changing that weight on another bone then yes, it will remove weight from the bone you previously set. This only makes sense. You want to have a vertex to have a combined weight of 100% to the bones that effect it.
Kanga
10-08-2004, 10:48 PM
PEN
Thanx man, been on it the whole day and got it done.
Hey guys. You must turn off "Normalize". I had this happening the other day also.
Pokechop got it. Also turning off all the other stuff helped as well.
One thing you could help me with is:
Just made a test animation and went to render it, I think I must have hit a strange key combination because somehow the skin modifier got switched off! It was on in the stack and when I went to Modify envelopes everything was white. I couldnt get it switched on again. Had to reopen where I had last saved and do the keyframing all over again.
What did I do? Has this ever happened to you? I save pretty regularly so its not such a big deal but I wouldnt want it to happen again. Is there a toggle somewhere? I couldnt find anything under F1.
Thanx for your help.
Kanga
Ha ha better late than never I guess (check the date on my original post). I resolved the problem a long time ago (Max 5) I think by using the normalize option, but I don't have the file in front of me.
Anyway thank very much for the belated help!
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