Maya Skinning Bug -- More than one joint has full influence over verts


#1

I am having a problem skinning an object in Maya. It does not seem to work the same way that it did in Maya 8.0 (the last version I had before 2012).

When I smooth bind a skeleton to my model, and I go into the paint weights tool, I notice that more than one joint has full (1.0) influence over several verts.

I can replicate this insanity by flooding all verts with a value of 1.0 for all joints. Every vert is 100% influenced by every joint…

This shouldn’t even be possible… What is this nonsense?


#2

I believe, there is a option in Maya to turn weight normalization off. Which means influence weights can overlap past a value of 1.0 even…On the skin cluster node, see if setting “normalize weights” to “post” or “interactive” makes a difference…


#3

Hi.
Maya 2012 is diff from maya8.0. You option in skinCluster… set it to interactive.
Rgds


#4

You can also normalize the skinCluster afterwards using" Edit Smooth Skin/Normalize weights".

Also using the component editor you can set a joint to the value 1.0 and the verticies will
behave as you would expect. You have to set them to 1 in the editor even if they say 1.0 when you open the editor.


#5

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