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View Full Version : physique - cant make 100% weight vertices to one bone (urgent help needed)


Piotrek255
07-07-2009, 10:37 PM
Hi, i have the neck bone, and the head bone. Surrounding the neck there is a piece of cloth which holds its place on a button (really close and sticks to the neck).

When i move the head, some of the button (and neck) vertices stretch to the direction i rotate the head, when i move the neck bone, the head's chin vertices move.

Now i want this button's vertices to be 100% weighted to the neck's bone, i tried everything, assigning the vertices ONLY to the neck link, weiging them to 100, even putting the strenght of all envelopes to 0 gave no result.... why?

I'm a SKIN user but for this project i have to use physique.

Mathieson
07-07-2009, 11:05 PM
I'm not very familiar with physique at all. Used it only once and it was years ago, but I have run into issues with skin that sound like this. What I found in those situations was that somehow the verts in question had the same bone assigned twice to the list of influences, and this was keeping me from being able to assign it 100% to the chosen envelope. Going into the weight table, selecting all verts, and then removing zero weights seemed to do the trick for a work around.

Maybe something similar is happening with physique? Hopefully this at least gives you some ideas.

Piotrek255
07-07-2009, 11:21 PM
i tried it, didnt help

PEN
07-07-2009, 11:26 PM
Can you use Skin instead as Physique really isn't up to the standards of Skin.

Piotrek255
07-08-2009, 11:03 AM
I have to use physique for this project, it's a requirement. I am so frustrated with physique that i dont even know what more to write.

When i move the head bone the neck bone's vertices i assigned ONLY to the neck bone move, weights and envelopes of the head bone on all levels and sub levels are set to 0, it's crazy...

Ruramuq
07-08-2009, 12:00 PM
it was complicated.. not sure but perhaps this :

choose "No Blending"
select the 3 vertex types + + +
remove from link // pick bones to remove(head/neck)
select vertex type "Rigid" only
asign to link // pick bone(neck)
lock

but envelopes are important before messing with vertices, I used to create extra nulls to give more freedom to physique envelopes..

Piotrek255
07-08-2009, 01:30 PM
It worked ! thanks a lot. one more question, if you move the points in the envelopes, can you somehow mirror them ?

for example i created and deformed envelopes on one side of the rig, and i want to mirror them to the other side ( opposite arms, legs ).

I tried the COPY function but it doesnt flip the changed points positions in the envelopes.

Ruramuq
07-08-2009, 02:38 PM
The mirror button should work somehow
-select Bone A
-copy
-select Bone B
-paste
-mirror

if I remember correctly, sometimes it may not work very well,
but you can select the envelope(/Link option), and rotate it around 180º.
if the cross sections have been modified, then the effect will be visible otherwise not

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