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View Full Version : Strange Rigging Event: Advice Requested


J-Dude
08-14-2007, 07:06 AM
Recently I've finished the rig of a new character, given it everything I could; essentially the character is finished 100%. But I've run into a puzzling issue that concerns me.

First I'll let you know my model's modifier stack (I use 3DSMax7):

This list starts from the bottom-up

~

Bottom
edit poly
symmetry
morpher (Facial expressions)
edit poly (for modifications if I need them)
physique (using a biped bone-system)
edit Poly
meshsmooth
Top

~

Now, the problem occurred when I was going to pose the character for a test-render. I had no problems with the neck or head. The legs and arms all behave properly. But the problem comes when I move any of the spine bones or the root biped object itself. When I move these, the viewport displays the rigged model taking the same forms and pose as the the biped does, but it changes it's overall position. This alarmed me greatly at first, and I immediately checked to see if the envelopes I set for those bones had done something erratic. But by the time I had clicked into "envelopes", I realized the model had repositioned itself into it's proper place.

I recreated this event several times and wondered if it would interfere and render as seen when animating. Then, I decided to try something I'd never done with a model, and link the actual model to the root biped object. This had perfect results, and thus far, the model behaves properly.

But I suppose these are a lot of words for a small issue, but am I SUPPOSED to link the body model to the biped during rigging, or is this isolated to this instance?

PEN
08-14-2007, 12:27 PM
Well personaly I wouldn't use Physique at all and I would go with the perfered Skin modifier. Physique has lots of little issues that will never get corrected where Skin has had many updates over the years.

timothyc
08-15-2007, 03:52 AM
Not sure what your problem is.

The older version of Physique that came with Character Studio 2 automatically linked the Physiqued mesh to the Biped root object upon initialisation. But CS 3 changed this behaviour so that the character mesh should not be linked to anything. If you manually linked the mesh to the root object in error you would get double transform problems. Max 7 has a version of either CS 3 or 4 built in (I think 4). IOW, no - you should not be linking the mesh to the root object.

Is it possible that when initialising Physique you are selecting the Bip COM instead of the pelvis object as the root object? (Although at some stage I think they rewrote Physique to automatically correct the root object if the user mistakenly selected the wrong object.)

TC

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