Hand Mesh/Bone Distortion - Help


#1

Hello, I’m new to 3d and this forum. I hope this is an easy noob fix issue but, I’ve been at it for days and thought I should ask where people actually know what they are doing.

I have a rigged model for 3ds Max from TurboSquid. The model is very simple human figure. The problem I am having is when I try to rotate any of the bones in his fingers, the mesh goes wonky. Please see pic.

Any advice on how to solve this from happening? This is really a simple model but it looks horrible when moving the fingers. I’ve tried adjusting bone sizes and envelopes. But, I was not able to fix the issue and I don’t really know if I am doing what I should to solve the issue. I searched and didn’t find the answer but, that is probably because I am searching properly. I don’t know what this is called. Wonky Mesh didn’t help! :slight_smile:

Any advice would be greatly appreciated!


#2

Hello,

I think you just need to work on your skinning more, adjusting the size of the bones and their envelopes will have an affect but you need to make adjustments on the vertex level.

I’d suggest looking at this tutorial: https://www.youtube.com/watch?v=y9-y1bJjoWo

-Harry


#3

Exclude all vertices from fingers/bones apart from those actually needed first. Makes adjusting weights and envelopes way easier.


#4

As far as I can see, the topology, beside the skinning, is the biggest problem on that model… look for some good examples of edge flow and topology of the hand/fist in general… re-topology the model and the skinning should be much smoother/easier…