PDA

View Full Version : Mirror Skin Weights


KingFarrukh
08-06-2008, 03:57 AM
I'm new to this society so let me be the first to say Hello to all.

I have a general question regarding 'mirror skin weights' in Maya.

I am painting weights on the leg joints and it seem to wanna work on the hip jnts but NOT the knee jnts. Any reason why paints would transfer on one joint and not the other?

Thanks a bunch! =)

edwardG
08-06-2008, 02:57 PM
First step that I would make sure happens is that your joints are named appropriately.

Mirror skin weights also works best on (but is not limited to) characters that are:

1. UV Mapped
2. Symmetrical
3. Joints are Properly named and/or Labled.

Another thing you can look at is if any of your weights have "(hold)" listed next to them. If they are, then those joints are going to mess up your weight mirroring.

If that doesn't work, is there any more information that you can give us about the character?

KingFarrukh
08-07-2008, 02:12 AM
I checked to see the naming conv. and it seemed proper. ..I am laying out the UVS but thats on a seperate file.. not to worry, its the same model, no changes made. and the pants ARE symmetrical.


ARRRRRRRrrrrrr!

i also checked to make sure the center verts are DEAD on the axis!

edwardG
08-07-2008, 01:51 PM
Do you have any weights on hold? Double click the paint weights tool to see and make sure that there is no "(hold)" next to any of the weights when mirroring.

KingFarrukh
08-07-2008, 02:51 PM
I got it =)

This might seem strange (the fix, i mean) but this is what I did.

When I was binding the Skin, I had already rigged the IK_FK switch (the rig was working...bunnies were flying, it was party...yay) but that, for some reason that didn't allow me to mirror the weights on some JNTS.

I went back a few steps, basically, Unbinded > del the IK_FK jnts, re-bind the skin to the JNTS and did a test .... and i was Happy again...dears ate out of my hand (that happy)

I'm confused as to WHY it would do that? Does it have to do with distribution of the weights to those xtra jnts?

edwardG
08-07-2008, 04:04 PM
Ah, that would have been useful information. :)

Yes, it was re-assigning weights onto either the Ik or FK joints instead of your main joints. Usually when I bind skin, I select the pelvis (or root depending on your set-up) joint and then type "select -hi;" into the command prompt to select all the joints in the chain, then I go into my outliner and I remove the IK/FK joints from my selection (by ctrl-clicking them). Next, when I go to skin > bind skin > smooth bind (options box), I choose "selected joints" from the pull down menu and it excludes the IK/FK joints from my skin cluster set. That way I'm not getting a whole bunch of unused/unnecessary joints in the set to screw up the data.

CGTalk Moderation
08-07-2008, 04:04 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.