PDA

View Full Version : Mocca3: Adding Joints After Binding/Weighting


Kokosing
01-04-2007, 01:06 PM
I'm trying to add a few joints to my character after I've bound and weighted him. When I try to add the joints (either inside or outside the joint heirarchy) the nearby sections of the joint chain seem to snap out of alignment.

For instance, I want to add a couple of joints to control ears. When I add the joints, the character's head spins 90 degrees. If I do this with the skin deformer switched off, the same happens when I turn it back on.

Is also appears that these joints cannot be weighted as part of the existing weight tag. This makes sense, but is there a way to preserve the joint wieghts I've already created?

Any ideas greatly appreciated.

Will

LucentDreams
01-04-2007, 11:58 PM
when adding joints, if you don't want connected joints to change turn off the Auto align option, because that will automatically align the joints just changing their orientation. If theres no expressions linked to these joints though you should be able to simply click the set pose button in thw weigth tag to update the weightpose to the newly aligned skeleton.

Adding joints to the existing weighting is as easy as dropping them into the joint list int he weight tag, don't reuse the bind command as that will re autoweight as well destroying your original weighting.

Kokosing
01-05-2007, 08:34 AM
Thanks Kai, that's exactly what I needed to know.

W

CGTalk Moderation
01-05-2007, 08:34 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.