Paint weight acts crazy!


#1

Hi, guys

The paint weight problem in Maya is driving me crazy.:twisted:

When I finish some weight painting on several joints, the other joints get extra weights, so I have to fix weight on them. However, when I finish painting those extra weights, the joints I finished before also get extra weight,too. It becomes endless cycle that I keep fixing those weights.
I have already fight with those crazy weight for a few hours and still have no idea why it happens? and how to avoid it.

Please! Is there anyone know how to paint?

Thanks a lot!


#2

Hi !
Try having the following settings:-
Have skinning method “classic linear”
normalize weight “interactive”
Rgds,


#3

Try locking the influences for the weights you’ve already painted.


#4

of there is an awesome script on creative crash that will let you avoid this mostly especially if you are using 2009 like me…look at the video…lol better results than maya 2011 smooth

http://www.creativecrash.com/maya/downloads/scripts-plugins/character/c/tf_smoothskinweight--2

enjoy

also for tradional hold weights work flow …something like this

http://www.creativecrash.com/maya/downloads/scripts-plugins/character/c/hold-all-skinned-weights


#5

Thanks!
I have download the script. However, I have no idea to install it. :banghead:It’s a Pyton script. The author says " put this script in the script folder in the default Maya install directory. "
I have already done this step, but what next?
How can I create an icon in the shelf just like MEL script icons?


#6

works just the same

type this into script editor

import tf_smoothSkinWeight;
tf_smoothSkinWeight.paint()

then middle click drag it to shelf…the script doesnt work on a per joint basis its like a global paint weights. that confused me at first cause i was expecting to see the paint weights tool with all the joints…so you just run it then paint all over the mesh to smooth it out where u want.

make sure you have real defined weights first before you start and dont try smoothing anything with maya tools. just use the script. it works really well


#7

Sounds like you need to turn off Maintain Max Influences on the skinCluster.


#8

Before you run off to use scripts to help you with your problem, I would really recommend you spend some time learning how to paint your skin weights properly. Unless there is something technically problematic with your installation of maya, you should be able to paint your weights without a major issue like this.
Turning off “maintain max influences” is definitely an important step.
Assuming you are using at least 2011, the paint weights tool has been upgraded to make locking/unlocking and isolating weights very easy. Take some time to experiment with it…and read the help files!
Lastly, you should also be able to use dual-quaternion skinning without issue.
I’ve skinned 5 or 6 characters with maya 2001 with DQ skinning without any weight painting problems…and any issues I’ve run into with DQ have been outweighed by the benefits…but you shouldn’t be worrying about any of that right now.

Just had to get that off my chest.
Thanks all for listening
~Ben


#9

yeah im weak on fundamentals.

Im iterested how max influences helps. I alwayx thought the problem was maya assigned weights kind if randomly during normalzation, so keeping that checked seemed like a good way of constraing the randomness if i was to use built in smooth with say 3 bones ‘unheld’

Is that wrong?

Im still using 2009 incidentally, but that smooth script has changed my life lol…but if my basic technique is wrong , would be good to find out


#11

ok good to know thanks. i also am using an add only worlflow but recently have been trying smooth with 3 max influences and all but 3 joints held.

That script i mentiond is great but it can be slow on heavy meshes so ive been experimenting.

I suppose if the joints are held max influences becomes superfluos


#12

http://www.tokeru.com/t/bin/view/Maya/MayaRigging#Editing_smooth_skins


#13

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