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Rigging / skinning workarounds
show user profile  digital3ds
I spend 9 hours on a rig, or more, only to find out that my pinky bone is a fraction of an inch off. Same thing with the shoulders, or an other bone for that matter.

Can you make a rig, skin it to get a good feel, then go back in and adjust the bones post skin without the (edit bones) affecting the skin deformation?

Or does anyone have a good workflow you use to battle this issue?
- Mike Sawicki

read 328 times
7/1/2012 12:02:46 AM (last edit: 7/1/2012 12:02:46 AM)
show user profile  harmonic01
Totally possible. I haven't used 3dsmax in a long while but in the Skin modifier there's a button or check box somewhere that let's you do just that.

I'll see if I can find it.
read 320 times
7/1/2012 12:32:36 AM (last edit: 7/1/2012 12:32:36 AM)
show user profile  harmonic01
In skin modifier, under "Advanced Parameters"
uncheck "Always Deform", adjust bone positions, check that back on. :D

"Always Deform
A toggle useful for editing the transformation relationship between bones and the controlled points. This relationship is initially set when Skin is applied. To change the relationship, turn off Always Deform, move the object or the bones, and reactivate. The new transformation relationship is now used."
read 316 times
7/1/2012 12:50:37 AM (last edit: 7/1/2012 12:50:37 AM)
show user profile  digital3ds
Perfect! Thanks, I'll try it out
- Mike Sawicki

read 310 times
7/1/2012 1:56:12 AM (last edit: 7/1/2012 1:56:12 AM)
show user profile  digital3ds
Works perfectly, thanks again!
- Mike Sawicki

read 283 times
7/2/2012 5:43:51 AM (last edit: 7/2/2012 5:43:51 AM)
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