Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

bones and mesh distortion please help
show user profile  JohnBoyMan
Hello. I have learned enough about editing mesh's so i decided to add some bones to start animating. The problem i cannot solve is that when i try to move my bones, the mesh's will always distort. Distort as in bend and warp .I find that this is only the case when i have edited the mesh from like a box to something else. This will be the death of me please help and thanks.
read 377 times
10/3/2011 12:16:29 AM (last edit: 10/3/2011 12:16:29 AM)
show user profile  K-tonne
sounds like a 'reset x-form' issue
utilities panel (hammer icon) probably in 'more'

Website and Portfolio

read 372 times
10/3/2011 1:14:24 AM (last edit: 10/3/2011 1:14:24 AM)
show user profile  JohnBoyMan
thanks i tried that but it doesn't do anything. What do i do with it.
read 367 times
10/3/2011 3:03:37 AM (last edit: 10/3/2011 3:03:37 AM)
show user profile  K-tonne
you apply it to your mesh (without the skin/ physique modifier added yet) then collapse the stack

Website and Portfolio

read 363 times
10/3/2011 3:22:11 AM (last edit: 10/3/2011 3:22:11 AM)
show user profile  JohnBoyMan
tried that does nothing god this shouldnt be so hard. thanks but, if yer still there this is what im trying to do.

I first make a rectangle , then add edit poly then edit it a bit. I then add a bone, then add a skin to the mesh and then add the bones to the add->skin list. When i rotate the bone, the part of the mesh that i edited doesnt come with the rest of the mesh right, it warps a bit. I tried what you said by adding the xform before the skin. but that changed nothing. meh!!1
read 360 times
10/3/2011 3:30:33 AM (last edit: 10/3/2011 3:30:33 AM)
show user profile  K-tonne
you sure the bones are weighted correctly?
adding a skin modifier isn't entirely straightforward- you have to weight the mesh to move with the right bone (and only the right bone) and in nearly all cases you have to weight parts of the mesh to react to the movement of two bones or more

apologies if this is all known to you- i just don't know how versed you are with all this
there is most likely a couple of good tutorials that come with max (f1 to find them)
and more than a few on sites like youtube or vimeo

Website and Portfolio

read 345 times
10/3/2011 4:47:00 AM (last edit: 10/3/2011 4:47:00 AM)
show user profile  JohnBoyMan
thanks ill look up weighting , is there something that would be better when adding bones to a box type shape. Because i'm designing something mecahnical. I don't make a skin i just use legs i made out of a box.
read 342 times
10/3/2011 5:01:38 AM (last edit: 10/3/2011 5:01:38 AM)
show user profile  K-tonne
if you made the legs out of one block or cylinder and needed to bend at the knee for example then you should use bones
if you need no deformation- like an armoured body or robot- then it's easier to just keep all the parts as seperate meshes (not elements) and adjust the pivot point to where the joints should be and animate without using a skin modifier
moving the pivot point> heirarchy> affect pivot point, move the pivot point then turn off the affect button

Website and Portfolio

read 338 times
10/3/2011 5:16:47 AM (last edit: 10/3/2011 5:16:47 AM)
#Maxforums IRC
Open chat window


Support Maxforums.org