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Old 01-23-2013, 03:49 AM   #1
autokey
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Bone Based Facial Rig Skinning Problem

Hello everyone,

I am working on rigging and skinning a face in 3DS Max, and have used Paul Neale's fourth DVD on facial rigging as a guideline. The rig itself works perfectly, all the bones stretch just as they should. And when I add the facial bones to the skin modifier and add some weight to them, it all seems fine in the base pose. I can grab the helper objects and rotate them, and it all works perfectly. However, as soon as I start to move the helper objects (scaling the bones), the vertices go crazy. They fly off in one direction or another, at a speed exponentially greater than I am moving the helper. For example, I will move one of the lip helpers down a very small amount, and the vertices weighted to it will shoot up over his head.

I have tried everything I can think of, including:
- Resetting the vertices in the skin modifier
- Making sure Normalize is turned on in the skin modifier
- Resetting the XForm of the mesh and re-skinning
- Rebuilding the rig and re-skinning
- Unlinking each bone so none are linked together
- Using both the 'scale' and 'squash' settings under Scale in the Bone Tools menu
- Tried the same rigging technique on a newly created sphere, and got the same results
- No bones have been mirrored

I am really stumped, so any help would be greatly appreciated!

Last edited by autokey : 01-24-2013 at 01:46 PM.
 
Old 01-25-2013, 07:56 PM   #2
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Found the problem, for anyone who might be curious. Turns out CrySkin (plugin for exporting skin data to CryEngine) does not work with stretchy bones.
 
Old 02-02-2013, 10:12 PM   #3
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So it does not work with scale based stretch? Does it work with translate based stretch?

Rick
 
Old 02-04-2013, 02:29 PM   #4
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Quote:
Originally Posted by ricksilliker
So it does not work with scale based stretch? Does it work with translate based stretch?

Rick

It seems any kind of bone stretching will not work. If anyone knows otherwise, please let me know!
 
Old 02-05-2013, 10:56 AM   #5
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Not many game engines support scaling on joints, which I believe is sort of what stretchy bones do.
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Old 02-07-2013, 03:12 AM   #6
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I read UDK allows translate on bones. Still no squash and stretch tho.
 
Old 02-07-2013, 03:12 AM   #7
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