CGTalk > Software Specific Forums > Autodesk Maya > Maya Character Setup
To minimize the ads you see on this page create a CGTalk account and log in HERE
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 04-20-2003, 09:31 PM   #1
fasteez
Frequenter
...
 
Join Date: Jan 2003
Posts: 150
Send a message via ICQ to fasteez Send a message via AIM to fasteez
Problems withs smooth skinning

Hey
I have a mesh skinned to a skeleton, i used A. Alvarez' method to control muscle deformations as shown in skinning 1 vidz, but when i add influences , i have to repaint weights. And when i repaint those weights , maya recalculate weights and it goes crazy, the knee influences drive rotation of the torso etc etc .
Ive tried turning off the weight normalisation , but when i edit weights , vertices go straight to 0 0 0 (world space).
:\ i'm lacking of ways to go now
If someone see where i'm goin' wrong please tell me
Thanks in advance for your answer. See ya
__________________
aimer est plus fort que d'être aimé
 
Old 04-20-2003, 10:24 PM   #2
mental
Deadly Avenger
 
mental's Avatar
NYC Metronome, USA
 
Join Date: Aug 2002
Posts: 883
in the add influence options tick the Weight Locking box on and set the Default weight to zero. with this setting you will be able to add influence objects without screwing up your carefully done weight job. from there go into component editor and add the weight value to your new influence objects.

hope that helps
-mental
 
Old 04-21-2003, 07:24 AM   #3
fasteez
Frequenter
...
 
Join Date: Jan 2003
Posts: 150
Send a message via ICQ to fasteez Send a message via AIM to fasteez
Thanks a lot man gonna try now ^^
__________________
aimer est plus fort que d'être aimé
 
Old 04-21-2003, 09:54 AM   #4
fasteez
Frequenter
...
 
Join Date: Jan 2003
Posts: 150
Send a message via ICQ to fasteez Send a message via AIM to fasteez
Its also coz i decrease the weight of some joints, its better to increase weight .(because of the normalization)
__________________
aimer est plus fort que d'être aimé
 
Old 04-21-2003, 04:06 PM   #5
mental
Deadly Avenger
 
mental's Avatar
NYC Metronome, USA
 
Join Date: Aug 2002
Posts: 883
just remember that the weight for each vertex should add up to '1'. those points that don't equal one will lag behind the rest of the model when you begin to animate.

also when adding influence objects: remember to select the 'skincluster' of your mesh and turn the 'use component' attribute to 'on'.

good luck!

-mental
 
Old 04-21-2003, 04:35 PM   #6
fasteez
Frequenter
...
 
Join Date: Jan 2003
Posts: 150
Send a message via ICQ to fasteez Send a message via AIM to fasteez
Thx a lot for these advice, i was thinking the opposite way ^___^
In fact maya skinning tools are good.
Lets get ready to muscle deformations !!! *________*;;;

Only hope that my p2 350 will be able to refresh all these influences and skin cluster u__u bout 20fps
__________________
aimer est plus fort que d'être aimé
 
Old 01-14-2006, 11:00 PM   #7
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
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


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

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 10:51 AM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.