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HairyBouy
11-18-2007, 12:31 AM
Hi there,

I'm working on a character and i've encountered issues at skinning time.

It's a teddy bear. I've modelled in the stitching and a couple of patches. I've kept all these things separate elements, and I guess that's what's giving me weighting grief. Here's the geometry(max8). It's got a turbosmooth of 1 on it, so you can see all the stitching.

http://www.buzzgraphics.com.au/miscimages/bear-stitching.jpg

And hear is what is happening after i play with weighting the bones.

http://www.buzzgraphics.com.au/miscimages/bear-stitching_2.jpg

I can't keep the stitching attached to the model.

Does anyone have any suggestions?

Thanks
HB

arrow000
11-18-2007, 05:46 AM
there's a wicked plugin for maya called rivet (button). it contraints a locator in between 2 edges. There might be something similar in max.

experiment with contraints from vertex to the stitches... This might be a crazy idea, but maybe you could have a curve contraint to vertex (through their CVs) and have the stitches along the curve... I'm just brainstorming here.

You could also use hair. Draw a line of carefully positionned hair, and contrain the stitches to them one by one.

I don't know the terms in max, i hope i at least gave you ideas.

PEN
11-18-2007, 04:32 PM
Use an attachment constraint and link it to that. You could also skin wrap it to the surrounding verts.

arrow000
11-18-2007, 07:15 PM
Hi Pen,
Do you know if there is any documentation on this online somewhere?

PEN
11-19-2007, 10:50 AM
There is help on attachment constraints in the max help.

HairyBouy
11-19-2007, 11:33 PM
hey Arrow000,

I've just had some great success with the skin wrap feature for this problem.
real easy to get it going too. There's some good instructions in the Max Help.

Thanks for your help too Paul.
Appreciated.

HB

Skyer
11-20-2007, 12:26 AM
first and foremost, Max's attachment constrains are a pain to use. (like most everything else about this awful software) I have used them, but they are hard. and... you will slow down your feedback a lot if you attach every single one of them with that. Also, you may not get exactly what you want, which sucks.
The first way to address this is with a skin wrap. you can A> make the body the "wrap" of the stitches and see how it does... B> create a low res (not too lo res tho) version of your bear with NO stitches, but make sure the new wrap covers the stitches. and apply. This will very likely work quite well. only problem is that you cannot add a morpher modifier to the skin wrap and expect it to modify the bear. The "wrap" can only be modified by envelopes.

the second way to address this, and the way I would do it.... painstakingly paint every single vertex so it matches the average weight of the vertices of the faces where it's supposed to go to the same envelopes. catch my drift? grab a pencil, look at the vertices around where the stitch touches the body, average the weights and then apply that same weight to the stitch vertices... lots of work... but you will get what you want.

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