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Mesh Rig Please Help!
show user profile  V00d00rocket
I have created a mesh model of a human using symmetry and box modeling and I applied the biped and aligned everything up to the mesh and went to physique and targeted the biped hip to activate the model's bones, which it did. But something went wrong, whenever I try to move the arm or some certain parts of the biped it moves the skeleton arm and a but of the mesh but the rest is still held in it's original position and is stretched across to the body part. I have true selecting different segments of the spine in the physique modifier as the master but it still doesn't work and it's VERY frustrating!. Any help will be greatly appreciated =)
read 681 times
8/16/2009 2:37:20 AM (last edit: 8/16/2009 2:37:20 AM)
show user profile  markoid
Did you adjust the envelopes after you applied the physique mod?
It is the process of refining the influence of the the correct bone over the correct part of your mesh.
Also did you weld the symmetry halves together?



read 670 times
8/16/2009 3:55:31 AM (last edit: 8/16/2009 3:56:21 AM)
show user profile  V00d00rocket
Sorry about not replying in so long, I had my computer in repair.

I have not welded the seams on the symmetry line but when I selected the target thing on the physique modifier and selected the pelvis as the master, when the window came up displaying the properties I messed around with the smoot and overlap and turned the falloff down to 0 which actually worked perfectly on most of the body, but I later discovered that when I move one of the legs up a big nasty crease develops where the leg joins on to the hips and some of the thigh bone of the biped sticks out. I have tried using envelope to try and fix it but I didn't really make anything better. Any more suggestions?

EDIT: sorry for poor spelling it is due to I'm on my iPhone and the spell check thing is a bit crazy ;)
read 606 times
8/21/2009 4:21:26 PM (last edit: 8/21/2009 4:23:56 PM)
show user profile  markoid
You need to weld it together or you are asking for deformation problems on that symmetry seam.
To get more accurate with applying your physique mod, make your adjustments in vertex mode as the envelopes are not very accurate.



read 590 times
8/21/2009 5:09:34 PM (last edit: 8/21/2009 5:09:34 PM)
show user profile  V00d00rocket
here is a picture of the model with no movements:

and here it is when the leg is bent:

I have tried using the vertex setting but it didn't really change it
read 573 times
8/21/2009 7:02:07 PM (last edit: 8/21/2009 7:02:07 PM)
show user profile  markoid
It don't look like you welded the symmetry seam yet???
And your physique modifier should be above your editable poly but below meshsmooth in your modifier stack

Personally, I would redo the arms and shoulders, they look real bad and probably will deform horribly when you try it.



read 559 times
8/21/2009 10:48:36 PM (last edit: 8/21/2009 10:51:03 PM)
show user profile  V00d00rocket
Ah! the reason why it wasn't working right is because the physique modifier was at the top of the list. Thank you! And I agree about the arm I will try and make it a little more rounded out. The weld seam has also got rid of that annoying line going down the middle. Once again thanks for your help =)
read 541 times
8/22/2009 12:50:04 PM (last edit: 8/22/2009 12:50:04 PM)
show user profile  V00d00rocket
I have recently discovered another problem with the model when I apply the morpher modifier to make facial expressions. I duplicated 3 of my original models which contain; symmetry, turbo smooth, editable poly and they all have a biped but it has not been activated at all and I modified 3 of the of the models eyes to make different expressions and I didn't change the original at all. I then applied the morph targets to the original and tested it and it worked pretty well. But when I apply the physique mod and turn the arms down to it's side and turn up one of the morphs the eyes change (which I want it to do) but the arms also move back up to the original shape of the model that has the arms stretched out from it's sides. Is there something I should delete in the morphs to prevent this from happening?
(sorry about the double post)
thanks!
Note: the pics from earlier had the models arms position changed with the bones, the originals where outstretched and where tooken before the morph was applied
read 539 times
8/22/2009 12:51:00 PM (last edit: 8/28/2009 6:42:17 PM)
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