How to bind skin without deformation?


#1

I have a simple low-poly robot so I don’t want any deformations. I initially rigged him by just parenting each body part to the corresponding joint but apparently XNA doesn’t support this method. So how can I bind without any deformation? I thought this is what rigid binding was for but I still get some deformation with that. I’m using Maya 2010. Big thanks for any help. :thumbsup:


#2

The setup is basically the same as you were doing with the constraints.
Just use a smooth bind instead of a constraint.
Just select the mesh and a single joint and smooth bind it.
Does that make sense?
Hope so.
~Ben


#3

Hmm, I’ve tried that. I’ve been going through the different smooth and rigid binding options but I can’t find something that gets rid of the deformation. I attached a pic of my model in case that helps (each body part is a separate mesh).


#4

hello , so you can actually bind skinn the whole skeleton to the whole geometry , just need to fix the weights .
If a singel piece of gemetry gets 100% deformations from a single source ( bone ) will get a rigid deformation exactly as it was parented or costrained . so for example do a bind skin of the shoulder ball to the shoulder bone and be sure all the geoemtry gets 100% influence from the shoulder (if there is a signle skinned bone you should already have that )


#5

giordi and I are essentially saying the same thing here.
When you say “Hmm, I’ve tried that.”…that may be the case…but what we are telling you are ways of doing it to give you exactly what you want.
Maybe give it a try one more time.
Select the geometry, select the joint you want and smooth bind.
In the smooth bind options make sure you select the “selected joints” option and just for safety sake set max influences to 1 and why not enable “Maintain max influences”.
If you do it this way for each piece of geo you should be all set.

The option giordi suggested works as well. As he said, you will need to go in and set the weights on each piece of geo afterwards. I am gathering from your posts that you are not yet familiar with painting weights. It would be worth looking through Maya help to see how you can adjust your weighting if somehow you do get influence from more than one joint on a piece of geometry.

Hope that helps.
~Ben


#6

Select the geometry, select the joint you want and smooth bind.
In the smooth bind options make sure you select the “selected joints” option and just for safety sake set max influences to 1 and why not enable “Maintain max influences”.

Well that was easy. And looks like most option combinations in the smooth binding option box result in no deformation so I have no idea how I missed this before. Thanks for the help!


#7

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