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quyeno
08-21-2003, 10:33 PM
hi guys,

this isn't really a problem but a curiosity, i just rigged a character and when i thought everything was cool, i go to animate a few verts deform really bad even though i checked it 100 times over when i was painting the weights. it turns out that those verts had inkfluences from loads of other joints, the inlfuences were however like 0.00003! this to me seems really ridiculously precise, does anyone know why maya would ever need such precision, surely 0.000 is accurate enough for anyones needs.

cheers
quyeno

goosh
08-21-2003, 11:43 PM
You can always prune your weights

G

loked
08-22-2003, 12:52 AM
Like Goosh said, you can either use the prune weights tool or you can disable weight normalization and then go into the component editor and set those weigths to 0. Just make sure that whatever weights still exist add up to 1. Then just enable weight normalization and your problem should be solved.

later:wavey:
loked

quyeno
08-22-2003, 08:34 AM
yeah, thats what i did, its not a problem and is very easily fixed. it just causes alot of unnecessary setbacks. i was just curious why alias would think that the vertex weights would need such precision. i think you can even set the precision upto 10 decimal places!:surprised maybe maya can do with an enveloping tool like in max and houdini!:hmm: :thumbsup:

atzfratz
08-22-2003, 10:22 AM
Just put every bone on hold except the one you are working on, and the one you want the skin weight to get from the selected bone. And you can set up how many bones can influence a vertex. So that you start with just 2 influences at the beginnig.

Matt Leishman
08-22-2003, 06:06 PM
that tip on the weight normalization is gold! thanks loked.

"its gold jerry, gold I tell ya!!" :beer:

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