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Skin Wrap Modifier is acting weird on me
show user profile  El Explosivo
Hi there, hopefully someone here can help me out. I'm using max 2012 and I basically applied the skin wrap modifier on a mesh and after hitting the "convert to skin" button, the left side is deforming properly while the right side isn't.

The original mesh where I used this modifier to obtain the skin data is virtually the same as the mesh I'm applying it to. The only exception is that the right shoulder/pauldron is a bit smaller in the mesh that I'm editing.

The settings for the skin wrap modifier that I used was "face deformation" and "weight all points." I also did not edit the envelope or vertices in any way. Take look below to see what I mean.

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read 829 times
12/25/2011 10:28:03 AM (last edit: 12/25/2011 11:25:06 AM)
show user profile  Octopuzzy
If one side works properly, just mirror the weight data in the skin modifier.
If you used the same mesh you could probably use the same skin modifier as you used on the 'driver' in the first place.

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12/25/2011 11:25:24 AM (last edit: 12/25/2011 11:25:24 AM)
show user profile  El Explosivo
Thanks for the reply, I tried mirroring the vertices and I have another issue. Basically, the left side began to take control of the right and it looks like the skin data isn't even mirrored. How can I make the left and right side work independently?

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read 804 times
12/26/2011 12:09:49 AM (last edit: 12/26/2011 12:19:28 AM)
show user profile  herfst1
You have to increase your mirror threshold up until the point that you see no red vertices on either side. Note that the higher the threshold the less accurate the mirroring will be, so keep it at the minimum possible settings for best results.
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12/26/2011 6:37:38 AM (last edit: 12/26/2011 6:37:38 AM)
show user profile  Mr_Stabby
dont think thats going to help, all your bones are facked symmetry wise from the looks of it. For skin mirror to work the bones must be symmetrical. Also skin wrap -> skin is not a good way to skin stuff. That looks like daedric from skyrim, didnt it come skinned already when you imported it? if the meshes are very similar you can go into epoly mode of the old model, delete everything, attach new mesh and the existing skin will be interpolated to the new mesh.

also i havent kept up on the progress of skyrim modding but have they figured out how to make proper nif's that dont looks crazy ingame yet? I remodeled the character meshes like a month ago when i first got my hands on them but couldnt put them back in game :|

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12/26/2011 6:49:33 AM (last edit: 12/26/2011 6:53:59 AM)
show user profile  El Explosivo
Thanks for the reply guys. The threshold didn't do anything useful.


Yes, that is the daedric armor in skyrim. I was just fooling around with it. You mentioned that the bones are messed up, it does seem like that is the case here. I'm pretty confused with why I'm even having these deformation problems.

I just took the default daedric armor, converted it to an editable poly, went into elements, selected the pauldrons, detached them, deleted the big pauldron, used a symmetry modifier on the smaller pauldron, and finally attached that back onto the armor. Basically I made the shoulders/pauldrons symmetrical.

After that, I imported the default daedric armor and merged my modified version into the scene. I then applied the skin wrap to my modified armor. The result is what I described in my initial post. I just don't get why it's messed up the way it is.

About the nif's, it is possible to get them working within skyrim, but it takes a little further editing with nifskope.
read 777 times
12/26/2011 8:52:54 AM (last edit: 12/26/2011 8:57:45 AM)
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