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kaiten
01-16-2007, 09:52 PM
HI

Ive rigged a character using Maestro and set it up in Layout everything looked fine until I noticed a glitch round the armpit area. Ive tried moving the points around in this area but its still behaving oddly. The arm bones dont seem to be affecting the lower portion of the bicep that conects to the pit area. Ive also tried applying a rough weight map but still no joy... It appears as though some of the points are being affected by the bone but a couple in the first section of the bicep arent being affected. Any help will be greatfully received..

http://i12.tinypic.com/42tyln6.jpg

http://i13.tinypic.com/29f7zm9.jpg

http://i14.tinypic.com/2na7dk7.jpg

http://i16.tinypic.com/34hxemr.jpg

http://i18.tinypic.com/4bnym87.jpg

pooby
01-16-2007, 11:11 PM
Bones have a falloff influence around them. That area is nearer to the bone in the chest than the arm bone so the chest bone is holding it stiff.

To fix it, make weightmaps to tell the bones where to influence, or add another bone as a child of the arm, that is nearer to that area.

Remember that Lightwave has NO idea that an arm moves differently to the torso etc. It just simply works the influence out by the distance of points to the bone.

ericsmith
01-17-2007, 12:02 AM
Usually, this kind of point specific error means that there are weightmaps connected to other bones that are prohibiting the normal bone falloff. Otherwise, you'd see some influence on them.

Start by removing all weightmaps from the model, and see if that makes a difference.

Also, if you want, you can send the model file to the support email address and I'll take a look at it.

Eric

P.S. It also looks as though you're trying to deform a non-SubD mesh here. That's going to make things more difficult in the big picture.

bobakabob
01-17-2007, 12:07 AM
As Pooby and ericsmith suggest, well placed weightmaps determine which parts of the mesh are influenced by specific bones.

Try positioning the shoulder bones a little more centrally in the mesh as they appear very high up in the arm.

Use Bandsaw to add more refinement in the shoulder region - the polys are pretty large are don't allow for such extreme deformations.

It's much better to work with a Sub D mesh - which often feels more like animating Plasticene rather than Lego:)

Have you checked 'After bones' in the Object Properties > Geometry tab? This helps to 'iron out' wrinkles.

kaiten
01-17-2007, 12:17 AM
Thanks for the quick responses. On the model shown the only weight maps are on the lefteye and righteye. I will have alook at the positioning of the bones again ( ive had a few attempts at moving the bones and seeing the affect they have but still the same problem).

pooby> Cheers i'll have a look at that.. ps thanks for the response in the lwforums : )

Eric> Thanks I will send a copy of the file if thats okay, im away from my lw machine untill thurs so I'll send the files then. Also I will carry on and give it a go with a subd mesh.

bobakabob> thanks ill take a look


Cheers

Chris

kaiten
01-17-2007, 09:05 PM
Hi

Thanks for all of your help and suggestions.

Ive sorted the problem by using a subd version of the model, then resized the rib cage bones making them smaller and moved them towards the core of the body. This has improved the overall bend of the arm, it still needs a little tweaking but ultimatly its sorted.

Thanks again for all of your help guys

kaiten
01-17-2007, 09:19 PM
A couple of shots of the improved rig:

http://i13.tinypic.com/2e19n3c.jpg

http://i14.tinypic.com/29yhzbn.jpg

Still needs a few tweeks but its getting there...


Thanks Eric for all fo your help

Cheers!


p.s Maestro is a great plugin :thumbsup:

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