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Amaan
04-30-2002, 07:42 PM
Hi all

I am new to Maya....so i hope that u will overlook the stupidity factor :)

I have a chain of 4 joints and to set the influence of each joint, I am painting weight maps. The only problem is that when I modify the weight map of one joint, it affects the weight map of the next joint in the chain. I went thru the books, but to no avail...(obviously I missed something) I am guessing that all 4 joints share the same weight map.

I am shitfing over from Lightwave, which allows you to paint several weight maps, and assign each to a bone/joint. How do u do this thing in Maya? or what's the equivalent of this in Maya?

all help will be greatly appreciated

Amaan
http://warpedspace.org

svenip
04-30-2002, 08:09 PM
smooth skinning works that way :

every cv can has a skinning weight of 1. this value will be shared between the joints. means, if one the cv is affected by 2 joints and one of the joints has a weight of 0.3 on this cv the other one will have 0.7.

with more joints as influence its the same

if you take away weight from one joint all the other joints will get this weight.

thats how smooth skinning works and hope it helps

it's great if you know what happens :bounce:

Amaan
05-01-2002, 01:25 PM
Thanks svenip.

i get the cv weight part...but how do I make certain CV's completely independant of joint/bone influence? I am trying to setup bones in a jaw....and want certain bones to affect only a small portion of the face....but they always endup affecting the almost the entire object

Amaan

svenip
05-01-2002, 03:01 PM
select your skeleton and take the edit membership tool or the paint set membership tool in the deformations menu

with edit membership (better one) you can STRG + left mouse button deactivate cv's and with SHIFT + left mousebutton activate cvs.

another trick maybe this one.

there is always at the end of your chain a joint that doesn't have anny effect on the surface because you will never rotate him. so if you paint for this joint the value to 1 for cv's they will affected only by this joint and because you never use this one nothing happens. it's also a good method to give a cv only a weight of 0.5 let's say


:bounce: :bounce: :bounce:

svenip
05-01-2002, 03:14 PM
sorry, little correction (just came out of the bed)

don't deactivate cv's on the surface because they won't be influenced by any part of the surface any more. and then you will run into lots of trouble because your surface (or parts of it) will not travel with.

there is always a joint which is the influence for every cv. you have to watch out.

for a head (if you have the right skeleton) the collector might be the skull joint. this is the one which is controlling the whole surface at the beginning. then you go by and paint e.g. for the jaw bone the influence at the right cv's. the skull joint will lost his influence in this region. so as far as it's for a head this two bones will share the influences.

hope it's now a little bit more clearly (don't take away cvÄs from your deformer set) (bad thing) :D

Amaan
05-01-2002, 05:41 PM
Thanks for all your input on this, svenip. :)

I added a joint that controlled all the points on the head, with a weight value of about 0.3, and then added weights to other parts. It kinda worked out in the end. hmmm...wish I had some kind of a reference to look at. Maya manuals are not so helpful here.

thanks again
Amaan

mogwai
05-04-2002, 06:54 PM
Hi,

I've just started playing with the paint weights tool, so here's what I find works for me. I'm not sure if this is the best way to use the tool so, if anyone knows a better way, please let me know.

I start working at the lowest joint in the hiearchy,
REPLACE or SCALE to weight of 0 all the CVs above the joint you are painting weights on.
then
ADD or REPLACE the CVs I want affected by a weight of 1.
then
fine tune the joint areas with ADD or REPLACE.

to sum it up, I remove all unwanted weighting, then I paint weights 'additively' to the joint I am working on. This way I control where the weighting goes to as opposed to having it slip off to who knows where.

hope this helps

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