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Issue With The "Mirror Mode" In The Skin Modifier
show user profile  El Explosivo
I have a mesh imported from a game that is already properly rigged/skinned. I just wanted to try a little experiment and I decided that I wanted to mirror the skin of one side of this mesh to another.

In mirror mode, I came across a problem where the deformation became messed up after mirroring the verts. Instead of each side being controlled individually, it looks like the mirrored side is taking control of all the verts.

This is what I'm talking about.

Unable to display content. Adobe Flash is required.

Does anyone know what is wrong and more importantly, how do I fix this problem?
read 2077 times
12/31/2011 10:01:19 PM (last edit: 12/31/2011 10:02:44 PM)
show user profile  herfst1
Your video isn't loading up for me but I'll take a guess...

When bones are mirrored there often are errors, like hand or foot sliders effecting both hands or feet at the same time. I've never had your problem, though, of having both hands move when you control only one, but that still looks to me to be a bone mirroring problem.

You could delete the bones one one side and recreate them to match the other side. It shouldn't take too long, then you can use mirror mode in the skin modifier to re-skin that side again.

Or you could reset X-form - but that would remove all of the skinning work.

Else, create your own character rather than importing one, then you shouldn't come up with these errors in the first place.

Hope I helped, but I'm fishing in the dark.
read 2062 times
1/1/2012 3:56:23 PM (last edit: 1/1/2012 4:00:20 PM)
show user profile  Mr_Stabby
well it is kind of obvious - when in mirror mode and the bones turn green/blue that indicates that they have found their opposite partner, if they turn red it means none were found and all the weight they should have is redistributed among other bones. This is happening because the bone structure isnt symmetrical in regards to the mirror plane and treshold value (treshold allows for a little deviation from perfect symmetry but set it too high and it might take the wrong bones for symmetrical all together). Fix the bone envelopes and try again.

read 2055 times
1/1/2012 5:21:03 PM (last edit: 1/1/2012 5:21:03 PM)
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