I’m looking to solve a problem that has been plaguing me for the last several weeks or so concerning skin weighting. I first learned rigging in Maya and I am now working in Max so this issue is quite unexpected for me and I don’t really know how to go about solving it.
Basically it looks like my scene is seeing the mesh at one location with the skin modifier on and in another location when it is set to off. And this is preventing me from intuitively weighting vertices to either new bones or bones that I remove from the stack and then add back in. When I either add a new bone or remove one and then add it back and then weight to that bone, the vertices appear to get throw out to the location that the scene is seeing the mesh at WITHOUT the skin modifier turned on. I do not know how to reconcile these two positions so that they are the same (I was deducing that if these were both the same location that skin weighting would again act as expected). I’ve done a ton of looking around on the web and have been hearing thins about ‘bind pose matrixes’, the ‘always deform’ option in the skin modifier, and other people who have had similar problems but so far every attempt to fix this rig and scene results in a dead end. I am turning to forums out of desperation and hoping someone who has experienced this before can lend a hand.
I am not sure how to attach a file or I would. So if someone wants to tell me how to do that I will be happy to provide a file.