HELP - Interactive Bind - Bends are off Center

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Old 01 January 2013   #1
HELP - Interactive Bind - Bends are off Center


Using Maya 2011 with "interactive skin bind". While rotating joints the mesh appears to be offset for the joints pivot center (verified the piot location and it is ok).

The picture on the link below shows that the skin weights are ok. It also shows the rotation of a joint where the center of the rotation is not at the joint. I've done a RESET of the tool many times with the same results.

The model is one I've created in Poser2010 and imported only the MESH as an Obj (don't know if this can create the issue). I also Imported just the bones from Poser as a DAE.

Doing a test of interactive skin bind on just as cylnder works fine using the same BONES that were imported from Poser. Seems to be Mesh related.

Any idea which of my settings are creating this issue?

What property of the Mesh could be causing this offset?


Old 01 January 2013   #2
Looks like the clavicle or another bone is influencing the upper arm.
blah blah blah
Old 01 January 2013   #3
Different Joints with weight of "1" on same Verts.

Hi Gmask,

You may be onto something here.
But what I found is not making any sense.
The clavicle does have a weight on the shoulder vert's with a value of "1", but so does the shoulder joint, a "0.95".
Yep "1" however I modified the should joint to have a weighting of "1" to see if anything would change. As a result both the clavicle and shoulder joint both have the same vert's with a weighting of "1". I know not possible! Yet it is! Take a look at the new photo and you will see that when I select each joint the shading is very white. I also used to doppler to check the values and sure thing the vert's had a value of "1" when selecting each joint.

New Image showing the vert weighting:

So now why is Maya not having a total of "1" for vert weighting?
I'm on Maya2011 and I had a friend try it on Maya2013 with the same result.

Old 01 January 2013   #4
New Image of issue.

Hello gmask,

Looked into the cavicle and sure thing it did have a "1" value for the verts.
But the odd thing is the shoulder joint also had a "1" on the joint.
How is this even possible. I repainted the shoulder joint and with "1" (replace) mode and then checked the clavicle joint and it also had a "1" value. I was expecting a "0".
Yes there is only one set of joints on the skin.

Take a look at the new pic:


PS: My last post did not take for some reason.

Old 01 January 2013   #5
if your skinCluster is not set to interactive and you have not normalized the weights it is possible to have many joints with a weight of 1 for a given vert
blah blah blah
Old 01 January 2013   #6
Hi gmask,

My skincluster is set to POST. It's the default value when I do an "interactive skin bind". Was hoping to use this method to speed the skinning process along as I'm new to skinning. If I change the skincluster to anything else but the default POST it destroy's the mesh. Take a look.

Also to your comment on normalize the weighting. I'm not sure at what time in the process I should be doing this and when its required. Can you explain this and also why I cannot change "normaize weights" = interactive. Or even if its needed. I'm lost when it comes to this.

New Pic: http://downloads.mississaugacoffee....g_Location3.jpg

Old 01 January 2013   #7
in the paintweights tool you'll see a pulldown near the top..change it to interactive, when you do that it'll prompt you that it has to normalize the weights.

Normalizing will balance the weights on the verts so that no joint has more influence than any other.

Also when you create the skin you can choose to set the skinCluster to interactive then.. drives me nuts that it's post by default.
blah blah blah
Old 01 January 2013   #8
Hi gmask,

Thanks for all your help I appear to have it under control now.
I'm glad you were here to help!

Old 01 January 2013   #9
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