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ladalian
04-06-2008, 12:33 AM
I am having a few problems weighting a character.

In its default pose when I try to weight the model, its default pose on the legs change dramatically from the shape of the orginal mesh, with sharp pointed edges and skewed legs.

I want to weight it so it will look like the original mesh when weighted.

I have attached an image of the original model, on the right the original pose and on the left the weighted version. I want the weighted version to look like the left version, but still be affected by the bones properly.

Thanks

ladalian
04-06-2008, 07:20 PM
This is making me pull my hair out, I have tried to adjust the weighting for about four hours and can't get it right, any advice would really be appreciated.

Thanks

kvb
04-06-2008, 08:10 PM
First off, cool model:thumbsup:

Now, I'm by no means a rigger... but the problem looks to be your rig itself. Sorry to say this, but you may want to redo the rig. You might want to check out some of the rigs that are in the content browser and check out the way they lay out the joint hierarchies.

A couple of things I saw in your file that screamed at me were:

your hip joint should be the root of your spine, not one of your legs. In fact, you have your hip set up as your only spine joint, as it goes all the way up his back. And your spine doesn't start until around his shoulders.

After you're done creating an ik chain, align your joints (character>align). I'm not sure if you're using 10 or 10.5, but if you have 10.5 pop in the Wipix character animation tutorials; but at the very least look at the structure of some of the rigs in the content browser.

You may be able to salvage your controllers (again, I'm not a rigger, so I may be wrong about that) but your rig needs to be reworked.

Sorry for the bad news,
kvb

ladalian
04-06-2008, 11:44 PM
Thanks for your help its starts to explain where I'm going wrong.

I did'nt make the model, just downloaded it to get a start teaching myself the basics character aniamtion.

Thanks again

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04-06-2008, 11:44 PM
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