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deatheater4ever
04-22-2007, 07:57 AM
hi , my name is Gaurav and i am a student of Maximus Institute located in Bombay ,India. This is my first post on CG Society and I'm specializing in Rigging and Animation in Maya and 3DMax. I'm currently working on the Hellboy model in Maya which I got as free model on CGSociety itself. After I finished off with the rig with the usual gang of IK's ,Constraints and Set Driven keys, I first smoothned the low res model. I then went on to create a Wrap deformer for which the hi res and the low res models were used in conjunction.Then I used Smooth Skinning on the low res model.
Now I'm having problems with Hellboy's other hand( the big huge one , made of stone). If you look at given images, the Index Curl is not happening properly as it should. To the Index 1 joint I have skinned the top part of the Index Finger so that the top row of vertices have weights of 1, the next row of vertices below that have weighting of 0.7, the ones below that have 0.5, the next ones have weights of 0.3 and so on and so forth. And as you can see I've done the same type of weighting with Index 2 Joint and Index 3 joint too, though the weights given are much lesser.
So how do i get the Index Curl (and all the other fingers) to curl properly? What sort of weight sharing should be given to the fingers?
My teacher at my institute (Maximus) tells me I should use Rigid Binding for these unusual type of fingers. But then I'll have to break the hand Mesh away from the rest of the body and there will be difficulty using the Wrap Deformer.
If you all wonderful experienced and skilled people could help me out then I'd be able to finish up this difficult model.I'd even give away this as a free rig after I've finished with it.Please see the images below to get a better understanding.


http://img37.imagevenue.com/loc544/th_24829_hellboy_index_1_weights_122_544lo.jpg (http://img37.imagevenue.com/img.php?image=24829_hellboy_index_1_weights_122_544lo.jpg)http://img158.imagevenue.com/loc543/th_24834_hellboy_index_2_weights_122_543lo.jpg (http://img158.imagevenue.com/img.php?image=24834_hellboy_index_2_weights_122_543lo.jpg)http://img37.imagevenue.com/loc358/th_24839_hellboy_index_3_weights_122_358lo.jpg (http://img37.imagevenue.com/img.php?image=24839_hellboy_index_3_weights_122_358lo.jpg)http://img175.imagevenue.com/loc398/th_24844_hellboy_index_at_rest_122_398lo.jpg (http://img175.imagevenue.com/img.php?image=24844_hellboy_index_at_rest_122_398lo.jpg)
http://img126.imagevenue.com/loc448/th_24846_hellboy_index_curled_122_448lo.jpg (http://img126.imagevenue.com/img.php?image=24846_hellboy_index_curled_122_448lo.jpg)

ErikSvensson
04-22-2007, 11:42 AM
Hi Gaurav.

You must give each fingerJoint 100 % weighting to each fingerMesh, as it seems as different pieces, and it's possible in smooth binding. It seems like you took the index1 finger and painted weighting down to the end, you should not do that. You should skin each part of the 3 fingerMeshes/finger to each bone, so index 1 = first fingerMesh, index 2 = second fingerMesh etc. And if they were togheter as one mesh bending togheter, influenced by each other, index1 and index 2 should share in the vertexes between "FingerMesh1" and FingerMesh2", to make the 3 bending places between the joints to bend smoothly. Repeat this for every finger on the hand. Hope you understand what I mean. :thumbsup:

Edit. Each vertex must have an influcence value of 1, and you dont want the first indexJoint to be affected by the third joint in the finger, then the rotation will be weird for the vertex when you rotate the endTip of the finger. Because if you look on your own finger, bend the end joint of any finger, and you dont see anything before beeing affected. That's what you got now.


Cheers.

Erik

deatheater4ever
04-23-2007, 06:22 AM
Thanks a lot Erik for replying.

I'll definately try the approach you suggested. it's quite a differant idea so I think it should work out real well.

I tried to visit your website but turns out that its under construction.Anyways I'll try it out again.Thanks Again and i'll post up updates of the rig as soon as i'm done with it.

ErikSvensson
04-23-2007, 11:38 AM
Thanks a lot Erik for replying.

I'll definately try the approach you suggested. it's quite a differant idea so I think it should work out real well.

I tried to visit your website but turns out that its under construction.Anyways I'll try it out again.Thanks Again and i'll post up updates of the rig as soon as i'm done with it.

I hope it do. If you still are having problems, please write here and i'll respond. :) I read what i wrote now, and its darn hard to understand. Hehe.

Regarding my website. Im really a slacker when it comes to finishing stuff and make a website for it. I do need to get better at that finishing stuff and making an up to date website. So right now i just have the ugliest placeholder there i could make. I will make something up ASAP. :)

Cheers.!

Erik

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