Bones not respecting weight maps - please help


#1

Hi there

I have some robot characters that have multiple onjects on one layer, each with their own weight map. In one instance I have a hand which sits on an arm, but they are seperate geometry. I have double checked that there are no overlapping weightmaps, yet when I rig the arm up and apply the hand weight map to the hand and the arm weightmap to the arm, I still get bad cross influence between the bones. Even when ‘use weight map only’ is checked.
I’ve done quick tests on simple objects and it works fine. I go back to my character and it does not.

Does anyone have any suggestions for me? Am I overlooking something obvious or has anyone experienced this particular problem?

Thanks.


#2

Oh well, I don’t have time to wrangle with this, so I put the seperate parts into seperate layers now instead.


#3

If your robot parts do not deform but only rotate on their hinges/joints, there is no need to use bones… That only slows things down. Put them on seperate layers and parent each piece to a null or bone. Don’t forget to reassign the pivot point for each layer so the bounding boxes stay tight and neat.


#4

It should work… sorry if this is a ridiculous question but have you made sure to associate the bones with the weight maps? Do the weightmaps have unique names? Also test the weightmaps in Modeler to make sure that you’ve not missed the odd vertex as it can cause horrendous problems.


#5

Yes, each body part has a unique weight eg. hand = hand, arm = arm etc, and the hand bone is definitely associated with ‘hand weight’ and the arm bones with ‘arm weight’:slight_smile: .
The parts are seperate, but they do need to deform as well, thus bones are required. The arm is bendy and the hand deforms. I’ve double checked in modeller. The hand has only 100% hand weight and no arm weight and visa versa for the arm. No cross influence what so ever. I even deleted the maps and re-applied them. This happened between the head and body, even though they are totally seperate objects (again with their own unique weight maps) when on the same layer… and other parts.


#6

Can we see some pics + screengrabs of your settings?


#7

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