View Full Version : Weighting mesh, parent most joint

04 April 2003, 09:46 PM
I've been repainting the weights on my character and I find that when I rotate the upper body of my human-like character, parts of the of mesh never move (cause the parent most joint has influence on that part of the mesh) Is there a trick to animating around this problem, or should I just kill the influence that the parent most joint has?

Should the parent most joint ever have any influence on the mesh? if so, when?

Thank you

04 April 2003, 12:09 AM
Not sure what u mean by parent most joint?

Anyways, if CV's aren't moving when they should be, then they don't have the appropriate weighting on the joints. Remember, the workflow on painting weights can be sometimes a little wacky...or should i say, completely fckn annoying. You can always turn on and off weight normalisation, but remember that your weights will have to add up to 1.

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