View Full Version : adding joints to a skinned skeleton?

04 April 2006, 12:09 AM
I added some joints to the arm of a skeleton i already skinned. how do i skin the newly added joints, or add them to the skin, without messing up the controls for the rest of the skeleton?

do i have to unbind the skin and then re-paint the weights?

04 April 2006, 01:15 AM
Hi, check out these threads

04 April 2006, 01:36 AM
thanks, but i'm still having all the problems the other people were having, but without the luck of solving them.

here's the other thread I am using...

04 April 2006, 07:37 AM
Add influence or use a cluster, with a joint acting as a cluster handle?

But rerigging is never out of question, if you catch my drift...

Good luck


04 April 2006, 11:29 AM
Errors usualy occur with adding new joints when you have a bindPose node. You usually have to delete these nodes because they will prohibit you from binding new joints to existing skin clusters even if they're just a little bit off from the bind pose.

Of course, you have to be very careful when doing this. You have to be certain that you are back to the pose you used during skinning. You then select your bindPose nodes and delete them. One way is to select your joints and see if they have an input named "bindPose#". Or you can use these mel commands:

select -cl;
select -add "*bindPose*";

Then you select your skin, shift select your influence object, and follow the rest of the instructions on the previous threads about adding influence.

04 April 2006, 08:43 PM
select -cl;
select -add "*bindPose*";

I would never trust naming (what if someone renamed it)

you could use this..

delete `ls -type dagPose`; // deletes all "bindPose" nodes

but it will delete every dagpose in the scene (as will isoparmB's way)

I would suggest selecting one of the joints and noting the name from the channel box, then deleting it.


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04 April 2006, 08:43 PM
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