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Applestarr
07-01-2009, 05:22 AM
I wasn't happy with the way I did my rig so I re did it. When I apply the attributes my finger pops out. Why?

Before:

http://i39.tinypic.com/280tp40.jpg


After:

http://i42.tinypic.com/6ghkdy.jpg

jgslooknout247
07-01-2009, 07:26 PM
Did this occur after you mirrored from one side to the other? It happens to me constantly. You need to adjust the mirror threshold a little. If your still having problems then try this tool that I built. Put it in the directory: C:\Program Files\Autodesk\3ds Max*\ui\macroscripts\ . Restart Max and use your customize options to assign it to your menu or hotkeys. Check out the drop down menu "Instructions" for directions.

http://www.3dgill.com/exchangeBones.jpg (http://www.3dgill.com/exchangeBonesTool.mcr)

Applestarr
07-02-2009, 06:19 AM
I have the fingers in place, but when I set up the curling the fingers pop out. I'm using bones not biped so I don't want to deal with that just tell me why this is happening please. I think its pretty straight forward so I don't think pics of it are needed.

jgslooknout247
07-02-2009, 07:20 AM
1. Finger problems? This picture tells nothing about finger bone problems. Just Vertexes that are either weighted to the wrong bone or the correct bone but it's moving/rotating/scaling strange. To demonstrate finger problems then more pictures or a video is needed.

2. Mirroring vertex weights is in the skin modifier. It has nothing to do with biped or bones.

3. Since all I see from the picture is incorrectly weighted vertices then the tool I posted will help. The name might be misleading. It doesn't do anything to your bones. It switches selected vertex's weights between indicated bones. The download link is attached to the picture.

Applestarr
07-02-2009, 05:15 PM
Read my 1st post I re did the rig and changed pics.

jgslooknout247
07-02-2009, 08:58 PM
I don't know why the vertexes are moving strange, but you might fix it by checking off and on the Always Deform option in the skin modifier. This should reset the vertexes to their original positions while retaining you weights. Just be sure your character is in it's base pose at frame 0.


http://www.3dgill.com/AlwaysDeform.JPG

Applestarr
07-02-2009, 09:18 PM
It happens before I apply the skin modifier.

PEN
07-03-2009, 12:37 PM
If you are wiring the finger bones to a CA and the bone rotates as soon as you do it it is because you have not frozen the bones rotation first.

You might want to have a look at my DVD series as this will answer a whole lot of questions you will need answered.

http://cg-academy.net.

Applestarr
07-03-2009, 04:05 PM
I just bought digital tutors so not in the mood for another buy that isnt a guarantee. All I want to do at the moment is make a fist. Is my hand setup correctly. how do I freeze the bone rotation?


http://i43.tinypic.com/359ixph.jpg




I'm following this flippin tutorial:
http://www.jhaywood.com/croiProjectHand02.htm

and I found this one http://www.benbryan.net/tuts/rigging/charrigging.html

labbejason
07-03-2009, 07:10 PM
By default, you should be able to alt-right-click and choose 'Freeze transforms' from the quad menu. This will create list controllers with a new zero'd track for both position and rotation. Reason your fingers are popping is because you're trying to wire to a track which holds some arbitrary value. You need to wire to a track with a value of 0.

Anyways you can check this quick tutorial from the help files that ship with Max:
Autodesk 3ds Max Tutorials > Character Animation Tutorials > Character Animation without Biped > Introduction to Character Rigging > Using List controllers

PEN
07-05-2009, 01:10 PM
I just bought digital tutors so not in the mood for another buy that isnt a guarantee

I will guarantee you will learn what you need to with my DVD series. Just do searches here to find out what others think of them and drop into my site to see the type of work that I have been doing for the last 14 years.

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07-05-2009, 01:10 PM
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