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problems with my mesh
show user profile  vivendi
Hey, i've created a simple character model in 3d studio and i was planning to animate this character
But i've came across a big pronlem... I've added bones to the arms of my model but when i move them up my whole mesh is getting disformed... Anyone any idea how i can prevent this from happening...??? Or where i go wrong when creating the model, so this won't happen in the future.

Anyway, here is a short video of what happends when i move the arm of my character:

read 736 times
3/12/2009 1:44:33 PM (last edit: 3/12/2009 1:44:33 PM)
show user profile  Jollabollathan
You just need to Skin it properly.

F1 - > Skin modifier.

read 726 times
3/12/2009 2:13:43 PM (last edit: 3/12/2009 2:13:43 PM)
show user profile  owtdor
Edit your envelopes

read 715 times
3/12/2009 2:48:56 PM (last edit: 3/12/2009 2:48:56 PM)
show user profile  vivendi
Thanks, i tried to edit the envelopes, but i can't edit the selection of the face. I tried to shrink and grow the envelope, but the polys on the face stay selected... I find it kinda hard to control it. Any idea what i have to do so the polys in the face are deselected?

Something you don't see me do in the video, but there's also a line in the center of the envelope which allows me to rotate it in any direction, but that also didn't do the trick :(

Another movie of my problem:

read 696 times
3/12/2009 3:29:37 PM (last edit: 3/12/2009 3:32:18 PM)
show user profile  Dave
Skinnin in Max is a f**king headache. You can select verts manually and weight them though.

If you ignore the script I use at the beginning of the tutorial (it won't work with your rig) then the rest of this should prove useful:

Scroll down to "The fingers on my character were moved slightly ..."

"I flew over Egypt once"

read 679 times
3/12/2009 3:59:22 PM (last edit: 3/12/2009 3:59:22 PM)
show user profile  vivendi
Thanks, i'll take a look at that in the weekends. I'll let it know if it worked out for me ^^
read 675 times
3/12/2009 4:06:08 PM (last edit: 3/12/2009 4:06:08 PM)
show user profile  Jollabollathan
The verts on the head are staying bound to the arm bone because it's the closest bone they have, there's no head bone, not by the look of that video anyway.

read 663 times
3/12/2009 6:44:29 PM (last edit: 3/12/2009 6:44:29 PM)
show user profile  vivendi
I finally had the chance to work on the model again. And i kinda managed to work around the problem that i had. I simply selected the verts that i dont need. Then i set the Abs. Effect to 0,0 and pressed in the "Exclude Selected Verts" button.

But now i bumped into a new probkem. I forgot to add the bone for the right arm, so i added later on. But when i add it, no verts are selected. I tried to adjust that problem also with Edit Envelopes. But i'm not sure how to fix this problem. But i made another vid about it, so you can exactl see what i mean. Anyone any idea how to correct the mesh for the right arm?

read 608 times
3/17/2009 3:54:27 PM (last edit: 3/17/2009 3:54:27 PM)
show user profile  mattymoose
I think you'll get better results if you skin the editable poly object and then apply meshsmooth on top of the skin.

read 604 times
3/17/2009 4:00:18 PM (last edit: 3/17/2009 4:00:18 PM)
show user profile  Dejitarujin
Okay, so...

Meshsmooth goes on top, above skinning.

Don't rely on envelopes. New bones won't have usable envelopes as far as I'm aware. Weight them manually; you'll have to eventually anyways.

Excluding automatically puts the weight at 0, so you can skip the 0 weighting step.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 599 times
3/17/2009 4:04:37 PM (last edit: 3/17/2009 4:04:37 PM)
show user profile  vivendi
Yeah probably, but either way it still pulls out the mesh of the lower arm like you can see at the end of the video. And i have no idea how to place it back in position.
read 598 times
3/17/2009 4:05:51 PM (last edit: 3/17/2009 4:05:51 PM)
show user profile  Cylon
Use the weight table set up.

I know it's a pain, but set up simple animations, say the arm moving up and down etc... then skim through the timeline making adjustments to the weighting on each vert.

It's also handy to just select two verts that are next to each other, click loop, turn the absolute effect to zero, and then slowly move up or down. This way your ring of verts will all have the same influence, and your not going into each one and adjusting it manually.
read 571 times
3/17/2009 9:14:47 PM (last edit: 3/17/2009 9:14:47 PM)
show user profile  vivendi
Thanks, but i eventually ended up with deleting the Skin modfier and added it back. Now the enveleopes for the right arm are included too. I guess this saved me alot of time doing it this way.
read 558 times
3/18/2009 4:24:55 AM (last edit: 3/18/2009 4:24:55 AM)
show user profile  Dave
"I know it's a pain, but set up simple animations, say the arm moving up and down etc... then skim through the timeline making adjustments to the weighting on each vert."

This is very good advice. I always switch on autokey and put my character in extreme poses across the time line before I begin weighting verts.

"I flew over Egypt once"

read 556 times
3/18/2009 4:59:40 AM (last edit: 3/18/2009 4:59:40 AM)
show user profile  Dejitarujin
That actually took you more time, because the envelopes are not the final result. You should have gone into envelope mode, clicked the bone that needs verts assigned to it, selected the verts that need assigning (in a rough fashion), and set the weighting to 1. Then you could have gone through and manually adjusted the weight at the joints, which is something you need to do anyways. Again, the envelopes do not give you the final result - they're only there to make sure no vertices get left behind at the very beginning.

Ironically, once I finally got past wanting to rely completely on envelopes, I stopped using them at all - now I do it all manual. Saves a lot of time.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 552 times
3/18/2009 5:22:01 AM (last edit: 3/18/2009 5:22:01 AM)
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