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JonStoll
04-08-2003, 12:09 AM
Hello all

I have set up an arm and all the bones and skined it. Just an arm by itself for testing purposes. Sure enough I can't use the joint angle deformer because when I select the verticies and add the deformer the lattice is in the right spot but all the verticies pop down from my guys elbow to his wrist. I also tried adding an angle deformer to its wrist and it did the same thing. I have used the angle deformer on a practice leg and it seemed to work fine. I have no clue what is going on here. If you would like the file let me know I would be more than happy to send it to you. My e-mail is JonStoll@yahoo.com.

If anyone has any ideas why this poping is happening I would greatly appreciate your imput.

thanks.

Jon

Mahlon
04-08-2003, 03:00 AM
Are you picking the forearm bone as the bone which the deformer is attached to?

The angle deformers don't work well with joints that move in more than one axis -- I wish they did, but.... they're really only useful for single axis joints like elbows and knees and finger joints. So unless you're just moving the wrist in one axis, I'd try using ffd boxes, or link xform and the reactor controller to correct deformation.

Not sure I answered anything for you, sorry.

Mahlon

JonStoll
04-08-2003, 09:13 PM
I was picking the forarm for my bone. After screwing around with it some more I finally figured out what the problem was. Under advanced parameters in the skin setup I had BACK TRANSFORM VERTICIES checked and it was not supposed to be checked. So I don't know what that check box is for but it can really screw some things up especially because I think it is the default setting. Thanks alot for your reply I am now trying to make the wrist work nicely but I think if I am not going to be able to use the joint angle deformer. If you know of any good tutorials or good Ideas for the wrist please let me know. Thanks again Mahlon

Jon

Mahlon
04-08-2003, 09:17 PM
No, I don't know of any tutorials, but someday I'll get around to writing one because controlling deformation is one of those things that totally stumped me, and I had to figure so much out by trial and error. There's not a whole lot written about it in (using max), especially on high poly realistic-type models where things need to behave real-world-style.

:beer:

Mahlon
EDIT: One cool tool that I've started using to tame deformations is a plug-in from di-o-matic called "cluster-o-matic" It's gives you the ability to have cluster and lots of control over soft selections. All in all, very handy.

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