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Need help with Skin modifier
show user profile  Delta_Red
I am using the Biped and the Skin modifier to rig a character and i can set the weight for some vertices but some vertices always stay on 1.0. I can click on the exclude button which will set the weight to 0 but when i include them it sets the weight to 1.0 and I can type in a number but it will go back to 1.0 again =(.

This happened once before but then i deleted the skin modifier and started from beginning but this time that place works and it happening at a different place.
read 776 times
6/27/2011 12:27:49 AM (last edit: 6/27/2011 12:27:49 AM)
show user profile  gogodr
what version of max you have?
if you have 2012 there were a good amount of bugs on skinning which were fixed with the hotfix. be sure to have it.

Hello there

beautiful ;3


read 771 times
6/27/2011 12:37:47 AM (last edit: 6/27/2011 12:37:47 AM)
show user profile  Mr_Stabby
a normalized vertex must have a grand total weight of 1.0 and always 1.0. You cant set the total weight lower then that not event temporarily, you can however assign the verts weight to a temporary bone or whatever... Why would you want to do this anyway? if you are skinning an arm for example you first weigh the entire arm to the humerus then everything down your elbow to radius/ulna/whatever construct you got there then onwards to the hand, the fingers.

read 770 times
6/27/2011 12:43:08 AM (last edit: 6/27/2011 12:43:08 AM)
show user profile  Delta_Red
I am using MAX 2011. I am getting this on the right thigh, the left thigh works perfectly and I tried to copy the weights from left thigh to the right but the weights of some vertices always stays 1.0. Here is a screenshot.



I am able to set the weight on most of the verts on the right thigh but its just these few which i cannt change.
read 756 times
6/27/2011 12:35:51 PM (last edit: 6/27/2011 12:37:46 PM)
show user profile  Dave
You have to work a little bit backwards (Mr_Stabby has already suggested a nice way of weighting verts, by the way)... if a verts weight is at 1 for a bone, then it is 0 for all other bones. You can't tell that vertex to be any less than 1 on a bone UNLESS it has another bone with which it can share the weighting with.

So, in summary... rather than trying to lower its amount on a particular bone. Grab another bone and give the same verts some weight. Those verts will now share weighting with different bones.

I'm not explaining this very well, my apologies.

As for the mirroring not working... well that's just straight up weird. Are you mirroring both the bones and the vert weights?

"I flew over Egypt once"

read 746 times
6/27/2011 1:48:05 PM (last edit: 6/27/2011 1:48:05 PM)
show user profile  Mr_Stabby
mirroring weights by hand is way too tedious, if would try and fix my skin mirror instead. max's skin mirror is a bit picky so heres a list of things it needs before it can mirror stuff

mirror plane position - absolutely crucial that it slices along the center of what you're mirroring, it auto aligns to the mesh pivot but if your pivot wasn't in the center upon applying the modifier you cant change its 0 position later either. you can however correct it to some degree with offset value

bone position and angles - aside from the angle the bone can twist in they have to be as close as possible or preferedly identical to their counterparts, best to make sure you haven't accidentally moved any of them

existing configuration - this "feature" i think was supposed to allow you to mirror while in an asymmetric pose but its very buggy and can sometimes prevent bones from being recognized or their new positions ignored, same for vertices. i would avoid it which you can do by unchecking the always deform option (which also prevents you from animating from ref frame but you can recheck it after you are done skinning), sometimes it also gets stuck in which case max restart should fix it

mirror threshold - determines how far its willing to look before giving up, while in mirror mode the mirrorable bones/verts show up as blue/green on each side, if they are red they are outside the threshold. basically the way to go about this is just set the thresh to 0, look at the bones and keep turning it up until they all turn green/blue, this depends on how closely mirrored your rig is. If you have to turn it up too much tho (like more then 0.1 or so, depending on your scale) then the bones probably got paired up with the wrong ones and mirroring that will yield useless results in which case you have to align your rig(or biped) better.

read 742 times
6/27/2011 2:22:35 PM (last edit: 6/27/2011 2:22:35 PM)
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