View Full Version : Skinning - Remove Influence - tweak Joints - Add Influence again ISSUE

06 June 2007, 01:26 PM
Anyone had the same problem ?

I remove the influence of some joints from a skinCluster - then tweak their position - then add the influence of those joints again to the same geo.
Most of the time it works fine - but sometimes it gets messy - When I want to repaint the influence on the geo - the vertices influenced by them snap into 0,0,0 position.
Any idea what could cause this strange behaviour? or how to avoid it?


06 June 2007, 06:22 PM
If you are not removing the skinCluster before you tweak the joints then you are causing an offset in the skinning matrice. While the skinCluster is attached, all verts retain their specific information that pertains to the skin matrice, if you remove the influence by painting weights and then go to paint again, you will have an offset to be applied to that matrice (it has been moved from its initial position).

In order to tweak the joints you will need to unbind the skin or perform the bindPreMatrix tactic to trick the skinCluster into thinking it's been disconnected.


06 June 2007, 07:27 PM
thx BoostAbuse.
Any idea why it does work fine in some cases ?

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06 June 2007, 07:27 PM
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