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View Full Version : 3DS Max character mesh REFUSES to deform to Bones with skin mod(URGENT-DISSERTATION)


stofferd
03-24-2009, 01:26 AM
Hello my problem is that when using bones and skin modifier my character's mesh follows the bones but will not bend in any way. For instance if I move the hand bones in to bring the arms down from standard crucifix pose the whole mesh shifts across without deforming.

The envelopes all encompass the mesh and I think the mesh is probably too high poly to weight individual vertices as well as being asymmetrical. When I tried it for one arm it did produce some deformation of the mesh but in a very erratic way, sometimes going in the opposite direction to the bones and looking very messy and spiky.

I have used the same technique to successfully rig 2 other characters, the only difference being that they are made of multiple meshes (torso, legs, feet, hands) whereas problem character's body is just one mesh.

It almost seems as if I have ticked a box somewhere called 'do not deform' or something...

My dissertation is in next week so any help MUCH appreciated.

http://www.flickr.com/photos/31045733@N04/3380107223/ Character's initial pose (bones visible)
http://www.flickr.com/photos/31045733@N04/3380107285/ (hand controller moved)
http://www.flickr.com/photos/31045733@N04/3380107339/in/photostream/ (successfully rigged characters)

PEN
03-24-2009, 02:14 AM
I'm guessing that you have a vertex selection passing up the stack and skin isn't working on all the verts.

stofferd
03-24-2009, 02:34 AM
Hey cheers for the reply, sorry forgot to mention that I have checked this, as it seemed to be the most common cause for my problem in other threads.
So the mystery continues...

dunkelzahn
03-24-2009, 02:23 PM
I´m guessing, that your skinning is not right. You must set your weighting right, otherwise your bones won´t be able to control your mesh properly:

1.Don´t panic
2.Reduce the size of your mesh! High Res mesh skinning is a pain in tha a**.
3.Check your envelope sizes for a first rough draft
4.Use the Weight Table in the "Skin" tab to adjust your weighted vertices and make yourself comfortable the Weight Tool (The button with the wrench on it) as this will make the finetuning a lot more easy.
5. When you have done all that and your animation still looks FUBAR, check this webpage on how to use skin morph and angle deformers:

http://www.deep4d.com/pages_tuts/skin/skin_morp_angle_deformer.htm

*Rant mode ON*

IMO you are in a bit of a problem and it´s a problem you´ll have to fix on your own. You´ll get a lot of advice and critics from your fellow CGTalkers but the work will have to be done on your own. You have made some major booboos and you are looking at some work shifts from now on for the next few days.

*Rant mode OFF*

However you are looking at basic work steps and the situation you are in resembles a riggers daily routine, so chill, it could be a lot worse. Once you have done a rough skin draft and begun going deeper into the skinning process you should progress well. Do a single side of your character and mirror your weighting, even if your character is (a bit) asymetric. Finetuning can be done in the end. Also point 5. I mentioned will help yourself to fix those last "my bad problems". Will you need to create a small movie clip or a live presentation? Try to cheat where you can and only do the work that is necessary to shine in front of your client/professor. You won´t need to skin every little finger bone. However that chest area looks like a bit of work, so tuck in there.

Have fun

Chris

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03-24-2009, 02:23 PM
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