I have a bit of an odd issue here.
I’ve got a skeletal rig which is a standard biped. I have several other joints (actually point helpers) for animating the bottom of a characters shorts. Now these ‘shorts’ joints are all skinned up nicely on the right side and I have just recreated the same setup for the left leg.
However when I try to mirror the vertex weights (all baked - not using envelopes) from the right to the left, the mirror does stuff but it refuses to mirror the weights correctly.
For example on a vertext on the right hand vertex the weighting may be something like (viewing these from the Weight Tool floater):
SKEL_R_Calf: 0.057
SM_R_Short_Top: 0.000
SM_R_Short_Bot: 0.943
However the values I get on the opposite side after mirror (these verts are perfect mirrors of each other) are as follows:
SKEL_L_Calf: 0.129
SM_L_Short_Top: 0.000
SM_L_Short_Top: 0.871
Now the odd thing here obviously, is that I have SM_L_Short_Top in there twice. I have looked through the skin modifier and the bone isn’t in there twice. I’ve even run a bit of maxscript to output all of the bone names (I’ve had issues in the past where you can add the same bone to a skin mod multiple times via maxscript) and this also suggests I do not have the bone in more than once.
Along with the above issue, the other problem is that my weights aren’t an exact mirror.
I’m working at a very very small scale here - could this have anything to do with it?
Has anyone ever had an issue like this before? If so, what did you do to resolve it?


