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Addind weight to bone
show user profile  Tbone08
I am using Skin to rig a Biped skeleton. I need to add verts to a bone that currently does not have those verts part of its skinning.

how do I add new verts to a selected bone that does not appear on the "weight tool" (as it has 0% assigned to it).

thanks !
read 718 times
10/26/2012 7:05:27 PM (last edit: 10/26/2012 7:05:27 PM)
show user profile  herfst1
Add the bone to the skin modifier. Select the bone. Select the verts that you want to react with the bone. Bump the absolute weight up to 1.0. Then paint the weights nicely so that they blend with the surrounding bones.

[edit] an easy way to test if all of your verts have been assigned a value greater than 0.0 is to key in a simple animation. If a vert stretches way out of wack, then it probably doesn't have a weight.
read 709 times
10/26/2012 7:43:18 PM (last edit: 10/26/2012 7:44:52 PM)
show user profile  Tbone08
absolute weight...ofcourse. thanks !

is there a way to add them in the Weight Tool ? cause the bone is not in the list...
read 700 times
10/26/2012 8:55:14 PM (last edit: 10/26/2012 8:55:49 PM)
show user profile  herfst1
Don't think so. I believe they have to have some level of weight to a bone for that bone to be listed in the Weight Tool. Then again, I've never tried, so I could be wrong.
read 693 times
10/26/2012 9:07:41 PM (last edit: 10/26/2012 9:07:41 PM)
show user profile  Tbone08
do you also get the bug, that when the Weight Tool is open, it's impossible to select a bone from the menu ?
read 690 times
10/26/2012 9:50:01 PM (last edit: 10/26/2012 9:50:01 PM)
show user profile  herfst1
Um... I actually don't use the Weight Tool. My skinning process goes something like this:

1. Spend more time than you need to adjusting the envelopes (it seriously saves time in the long run).
2. Select the pelvis first, activate "Paint Weights" tool and turn off "Paint blended weights." Reduce the size of the gizmo (ctrl+shift+ drag mouse) and reduce the strength of the gizmo to 0.11 (alt+shift+drag mouse), and paint one half.
3. Go over all of the bones in a similar manner.
Note: only fix one side and mirror the weights to the other side.
4. Rig an animation testing the extents of the joint movements.
5. Reduce the strength of the paint gizmo to 0.05 and fix any bad areas.
6. Finally turn on "Paint Blended Weights" and go over the shoulder and hip joints one more time.
7. To get great results you will need to use the skin morph modifier to fix areas like the elbow and the knee. This is slightly more advanced but easy to pick up (with the right tutorials).

read 686 times
10/26/2012 10:36:32 PM (last edit: 10/26/2012 10:37:39 PM)
show user profile  Tbone08
thanks !
I noticed when copying weights from side to side that I always need to redo teh fingers...
is there a way to copy just selected verts, and if so, do I need to select the verts on -both sides ?
read 680 times
10/26/2012 10:56:58 PM (last edit: 10/26/2012 10:56:58 PM)
show user profile  herfst1
No, "mirror" mirrors everything. No choice. When you use mirror you have to try and get the "mirror threshold" to the lowest possible number while NOT seeing any red verts. A red vert is one that won't be mirrored. The reason you want a low threshold is to increase accuracy.
read 674 times
10/26/2012 11:17:38 PM (last edit: 10/26/2012 11:17:38 PM)
show user profile  Tbone08
I bumped up the threshold and saw the reds desapear, although in my case it didnt change much in the model.

I'm getting a weird effect, where the low poly seems a good skin, but when I activate the turbo smooth it does not keep teh same result (some verts are not cleaned).

read 641 times
10/30/2012 12:38:36 AM (last edit: 10/30/2012 12:38:41 AM)
show user profile  herfst1
That's strange. Here's what I would try to get around that:

1. Make a duplicate of your skinned model and delete the skin modifier and turn on turbosmooth.
2. Now make sure it's directly over the original and load up a skin wrap modifier.
3. Pick the skinned model and select "turn to skin" (can't remember the exact wording of the button but that essentially is what it means).
4. Now you can delete the skin wrap modifier and hide the original model. If you test an animation everything should work fine.

If this doesn't work could you post a pic of your original skinned model (and all the settings) with "mirror" turned on.
read 629 times
10/30/2012 7:37:27 AM (last edit: 10/30/2012 7:37:27 AM)
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