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TiMrozek
07-08-2009, 04:21 PM
Hello all, I'm not much of a rigger, I'm mostly modeling and texturing. Regardless I have found myself with a rigging project at work. So my issue is small but I feel like there has to be a solution without redoing all my weights. Basically I built my head first and rigged it, painted weights, did some blends, added a few controls, etc. So then I built the body and attached it properly, all of the head rig still works. Only thing is, I added bones and reattached the skin with a smooth bind. I assumed that by rebinding it would just erase my old bind but I seem to be wrong. Now every bone in my head does double duty on the skin to which it is bound. For example, now when I rotate my jaw 20 degrees, the skin moves 40 degrees. I can't seem to find a way to take away that past influence (the first weights I painted). It's probably somewhere in my relationship editor or something like that but I can't find it. Anyone? I just don't want to go back and repaint weights on the whole body. Repainting weights on my jaw wasn't a big deal but I would prefer avoiding the whole body if possible. Thanks in advance :).

toRigOrNotToRig
07-13-2009, 05:48 AM
What software package? I can't tell what you're using and the answers are different depending on whether it is Max or Maya. And if it's some other package I can't help you.

TiMrozek
07-13-2009, 09:43 PM
Maya, sorry about that.

toRigOrNotToRig
07-14-2009, 06:13 AM
First of all, Maya keeps the deformer history by default. If you click the option box next to detach skin, you'll see the "keep history" option. If you had a Skin Cluster on the head, detached it, and then attached some more geometry to it and then skinned the whole thing, you'll have another Skin Cluster in your history.

You can go into the hypergraph and click the 'input-output' connections. That will show you all the nodes that are below the object level, including Skin Clusters. You can try deleting any Skin Clusters that are lower on the history. Is that's what causing your problem? I'm not sure. I tried to recreate it, but it let me put on multiple Skin Clusters without screwing up.

Make sure as well, that you don't have anything parented incorrectly, anything that could be causing a double transformation, which is what that sounds like.

Other than that, without looking at the file, I have no idea other than going back to an earlier file and transfering the weights from it to the present character.

TiMrozek
07-20-2009, 02:19 PM
Ok, thanks. Sorry for my delayed response. I've been away for the past week. Yeah, it was just that my history remained cause I was foolish enough to not delete it before reskinning. Anyway, I just went ahead and reattached the skin onto an older version of the file so all is well. Thank you very much for your help. I believe it was the input output nodes I was unsuccessfully looking for so now I know. Thanks ;). What a coincidence you work for the TX branch of Breakaway, I know someone up here at the Baltimore Branch (or I guess it's technically Hunt Valley).

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07-20-2009, 02:19 PM
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