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3rd Dimentia
04-04-2003, 07:48 AM
Hi, I have a model that I've made a rig for. Most of the model is jointed so I've been going thru and parenting the seperate parts of the model to the rig. But there are some parts that I'd like to skin to the bones. Like the feet. This is so I can get some sort of deformation cause I've made the reverse foot rig with the foot roll attribute. I'd also like the body to bend with the spine since I'll be doing Spline IK. I don't seem to be having much luck. When I skin the feet, they turn to wireframe in the viewport and refuse to render. DO I need to do the skinning of the feet and body before I start parenting the rest of the body to the bones? I'm thinking that it would be considerring the other parts of the body that are parented to the bones AS bones when I do the skinning. Would this be correct? Is there another way to connect the jointed parts of the model to the bones so it wouldn't consider them as part of the bones heirarchy when I skin the body and feet?

I have the bones on a layer and the mesh on another layer but when I hide the bones layer it hides all the parts of the mesh that I have parented to the bones. Is there a way to avoid this?

And when doing smooth skinning, it says to select the top of the bones heirarchy. Say if I'm skinning just a foot, can I select only the top foot bone or do I have to select the root of the whole heirarchy?

Phew, that was long.

Cg.

nemirc
04-04-2003, 06:04 PM
Originally posted by 3rd Dimentia

I have the bones on a layer and the mesh on another layer but when I hide the bones layer it hides all the parts of the mesh that I have parented to the bones. Is there a way to avoid this?

And when doing smooth skinning, it says to select the top of the bones heirarchy. Say if I'm skinning just a foot, can I select only the top foot bone or do I have to select the root of the whole heirarchy?

Phew, that was long.

Cg.

For the first quoted question:
It seems it happens with all the objects parented to the bones.
The thing is that if you add those elements to another display layer, they are still in the first one so... No easy way to control that, from my POV.

For the second question:
I skinned the body of a character to a rig (body without a head) and then I skinned the head to the uppermost joint of the rig. This means you can bind that foot to the "foot-bone" without any problem.
At least it caused no problem to me. :bounce:

3rd Dimentia
04-07-2003, 12:47 AM
I skinned the body of a character to a rig (body without a head) and then I skinned the head to the uppermost joint of the rig. This means you can bind that foot to the "foot-bone" without any problem.


But what would I do to get the body to only use the 3 spine bones? Is there a way to select them to assign without selecting all the children of them? IE the arms and head.

nemirc
04-07-2003, 01:33 AM
Originally posted by 3rd Dimentia
But what would I do to get the body to only use the 3 spine bones? Is there a way to select them to assign without selecting all the children of them? IE the arms and head.

Nope.
But you can still "delete unused influences" or paint weights to make those bones "weightless"

3rd Dimentia
04-07-2003, 02:03 AM
Does anyone know a way to parent parts of a segmented model to the bones without having the model bits considerred as part of the bones when I do skinning on the feet and body? I guess I could allign the pivots of all the bits to their appropriate bone and constrain orientation AND point, but the problem is that someone else is modelling the little guy and I'm referencing them in. And that does seem like a lot of work.

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