View Full Version : skinning CAT 2.5 rigs impossible.... :(
Piotrek255 08-06-2007, 11:59 PM i downloaded the trial version, and i like the software a lot, its easy to setup rigs, but how do i make the rig skinned to my character... when i skin, there is always something wrong with matching the rig to my character model.... how do you skin while using CAT rigs?....
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stewartjones
08-07-2007, 08:48 AM
Hmmm, could you explain your problem a little more? I found that skinning to a CAT rig was very much like skinning to standard Max bones.
It's been a little while since I used the plugin, but I didn't notice any problems when skinning. Maybe I overlooked something?!?!
Piotrek255
08-07-2007, 09:33 AM
i resize bones to fit my character more, and i though that if i resize the bones so that they fit to my character more, or even go beyond the model(bone covers the whole leg, and goes slightly beyonhd the model), then i wouldnt have to modify the envelopes. modifying the envelopes on a model is a nightmare to me... i cant get the rig to fit to the model well... did you use skin and modify envelopes, or is there some other way?
stewartjones
08-07-2007, 10:06 AM
You still have to edit envelopes to get good results. You have a few other options too. You could use the weight table to edit the skinning point by point, or you could paint the weights which is a little more intuitive in my opinion.
Envelopes give the initial weighting to a character, from there it's all about tweaking those weights to get it to look good!
Sorry to be the bringer of bad news on this! :) If I'm running on the wrong track here and it's an issues with something else let me know, and my apologies for being dumb! :thumbsup:
Cheers
- Stu
Piotrek255
08-07-2007, 10:20 AM
oh, so i have to edit envelopes to get good results:( and youre not dumb! youre quite experienced, could you give me some tips about the way you're skinning a character now? it would help me a lot, if you still use envelopes, did you observe something that sould/shouldnt be done when skinning that way?
PS: great portfolio 0_0
stewartjones
08-07-2007, 01:37 PM
I normally don't pay attention to envelopes created off the default binding.
Usually, I select all verts on the model and set them all to be 100% on the hips, or the center of mass. I then work up the spine, weighting 100% to the verts I want to move with that particular bone, I do this for the full character.
This would be my initial bind, instead of using the default envelopes.
Once this is done I smooth out the weights by either selecting verts manually, or using the paint weights tool.
After this pass the character should be deforming to an OK level. I then use a combination of the paint weights tool and the weights table to iron out any areas that I want to deform better. This can be just by blending, adding, subtracting or replacing weight values.
I hope that makes a little bit of sense! :) Definately ask a few folks and see how they do it, as I've found everyone has their own ways of doing things!
Piotrek255
08-07-2007, 09:05 PM
thank you so much, i learned a lot!
if you could help me with one more thing, what do you recommend for lip syncing and clothes simulation/animation (if max's cloth modifier is not the best option 0_0)?
marktsang
08-07-2007, 10:57 PM
if you could help me with one more thing, what do you recommend for lip syncing and clothes simulation/animation (if max's cloth modifier is not the best option 0_0)?
hi there,
id recomend keyframes for lipsync. for cloth depends what way you want to go, either a bone rig if you want more control or cloth (built in cloth mod in max is quite good) with some tweaking. you can use mesh selects with softselection and push and relax modifiers to help pernitrations.
cheers,
mark
Piotrek255
08-08-2007, 01:49 PM
id recomend keyframes for lipsync.
what do you mean by that? 0_0
IkerCLoN
08-08-2007, 01:57 PM
what do you mean by that? 0_0
sorry iker didnt realize i was logged in as you at work...
sorry , i misread your post,
use morphs for lipsync its fast and easy to setup - you can then use sliders in teh viewport to control the morphs
cheers,
mark
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