CGTalk > Software > Autodesk Maya > Maya Character Setup
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 10-05-2012, 09:54 PM   #1
Herbs
New Member
portfolio
Bert
hengelo, Netherlands
 
Join Date: Aug 2012
Posts: 7
Deformation

Hi everybody,

As one as my first Maya projects (I'm a newbie) I have rigged a simple teddy bear (see the attached picture).
I have binded it (smooth bind, Bind to Joint hierarchy).
Now when I move an arm, there is deformation in the head and the belly (see the picture).
Also when I move a leg there is unnatural deformation in the belly.
I'm trying to get rid of this deformation for a couple of days now and I have tried all the bind options but I won't succeed.
Can anybody give me some advice what to do?
Attached Images
File Type: jpg Bear.jpg (47.3 KB, 8 views)
File Type: jpg Deformation.jpg (46.4 KB, 5 views)
 
Old 10-06-2012, 08:02 AM   #2
Herbs
New Member
portfolio
Bert
hengelo, Netherlands
 
Join Date: Aug 2012
Posts: 7
Adjustable influence distance

What I'm looking for is some kind of "adjustable influence distance".
So for example that you can set an influence distance from the leg and beyond that distance, there is no influence anymore.
Is that possible in Maya?

Last edited by Herbs : 10-06-2012 at 08:32 AM.
 
Old 10-06-2012, 11:47 AM   #3
Horganovski
Freelance Animator/Rigger
 
Horganovski's Avatar
portfolio
Brian Horgan
Graphite9
Dublin, Ireland
 
Join Date: Apr 2007
Posts: 4,962
Auto weighting (the result you get when you do a smooth bind) is almost never 100% perfect, you need to edit the weights to refine the deformations by painting them or using the component editor etc

You can adjust the influence more interactively if you use the Interactive Bind which has capsules you adjust to control the falloff but weight painting is usually needed to get things 100% no matter what way you bind.

Cheers,
Brian
 
Old 10-06-2012, 12:41 PM   #4
Herbs
New Member
portfolio
Bert
hengelo, Netherlands
 
Join Date: Aug 2012
Posts: 7
Ok, thanks.

With the help of your reply I found a tutorial about skin weight.
Now I know how it works with weight painting.
Thanks.
 
Old 10-07-2012, 07:13 PM   #5
HobblesLake
Office Funny Guy
 
HobblesLake's Avatar
portfolio
Daniel Arata
Character TD
USA
 
Join Date: Oct 2011
Posts: 97
On another note, when you are binding, what value do you have in max influences? Is it the default 5? I like setting it to either 2 or 3.

If you have it set to 5, each vert will take a value from 5 joints, most likely the closest joints around. Since 5 is such a big number that's probably why you have weights in your head and stomach area reaching out to joints so far away.
 
Old 10-08-2012, 11:39 AM   #6
Herbs
New Member
portfolio
Bert
hengelo, Netherlands
 
Join Date: Aug 2012
Posts: 7
Indeed, the value in max influences was too high.
I choose a lower value and it's better but still need to edit the weights.

Thank you.
 
Old 10-08-2012, 11:39 AM   #7
CGTalk Moderation
Expert
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 07:08 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.