3ds Max Animation :: Can't Select Vertices To Adjust In Skin
Jun 18, 2013
I want to just bend the legs on a deer so I put some bones in, and added a skin modifier. I am having trouble with some vertices being affected above the leg joint. I can't seem to select them to change the weights. I have checked off "select Vertices" on the top area of the modifiy panel. I've posted an image below where you can see my problem of the bottom of the belly being affected by the leg.
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Apr 20, 2011
I have an issue with the skin morph modifier. I have morphed the bend in the knee and fixed the crease behind the knee on the left leg. When I tried to mirror it over to the right leg, it goes crazy. I found out that the morph preview verts on the left leg are not staying on the model as the should be when I bend the knee. The model is perfectly symmetrical so the offset doesn't need to be changed and the mirror threshold doesn't seem to be doing anything to work.
skinMorph1: Both leg straight
skinMorph2: left leg bent with verts off of the model
skinMorph3: right leg bent with mirrored verts from left leg
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Apr 19, 2011
Is there a way to quickly assign all the Skin vertices with 0.0 weight to their correct biped link?
In my attachment there is about 50 vertices remaining having already corrected about 50 by hand. This is not a problem to do by hand however I have 20 more characters to modify after this any scripts/tips etc.
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Jan 4, 2013
The problem I'm having with Skin Morph is that it's skewing my vertices side-to-side locally.
I'm using Skin Morph to better preserve the volume around the two joints of each finger of my hand model (See Arm1).
The two skin morph targets were created for the index finger while it was in the same position as the second image (Arm2).
I repeated this process, creating skin morph targets for the other two joints on the three other fingers and on the thumb.
The problem comes when I rotate the knuckle joint in any axis, in the third image (Arm3) I've rotated the knuckle downwards and you can see the vertices affected by the Skin Morph modifier have skewed to the left. When I turn the modifier off the vertices go back to their original position - so the problem isn't being caused by something like non-uniform scaling of my model (I reset the transforms before skinning).
The fourth image (Arm4) just shows the basic child/parent relationship that I've setup with the Bones and SplineShapes.
The fifth images show the (perhaps strange) position of the Driver Bone Matrix and the Morph Bone Matrix which could be constributing to the problem somehow.
I've uploaded the file so that you can explore my scene. armrigskinmorphproblems.zip
3ds Max 2013 64-bit Student Version
nVidia GeForce GTX 560
Windows 7 64-bit
Intel i7
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May 6, 2011
A: Can I export skinning information from one mesh to another. I have two identical versions of the character except I forgot to weld some verts on the model before skinning. Can I weld the verts and then export > import the skinning data? If so how?
B: I have someone working on some animation for me in CAT, I have since made some minor changes to the CAT rig (increased width of chest bones, that is all). I also changed all the skinning. Is it possible to export the animation data and load it onto an almost identical CAT rig? If so how?
I have max 2011 an 2012.
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Dec 9, 2013
I think I triggered some sort of feature because I am now unable to select specific vertices that I wish to select (although I do appear to be able to select polygons at will when using Polygon).
I am attaching the .max file. I do not have the space bar lock active so I know for sure that's not the cause.
I want to clarify that I am able to select some of the vertices in the model but for some reason some vertices are not selectable (notably a cluster in the vicinity of the cheek pouch area [the part of the face that is bulging outwards])
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Jan 4, 2012
I opened my max file today to continue workin but it seems that I am unable to edit or select the vetices in my poly as shown in the picture.
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Nov 10, 2010
I don't seem to be able to increase the number of control vertices in an IK Spline. The number of bones in the chain upon which the Spline is set doesn't seem to affect the number of control vertices I have to work with when creating the spline and I can't find a way to increase the number. I'm trying to animate a fish but finding it difficult to get a smooth wave to travel along it's length with only four control vetices.
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Jan 23, 2012
What I'd like to know is whether Maya can do accuracy.
For instance: Is it possible for me to select two edges or vertices and type in an exact distance that I would like to have between them.
Very fine accuracy is not required.
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Feb 15, 2011
I have a simple Loft compound object with a single straight line using 5 instances of a shape, all rotating by a certain degree. I now need to animate the rotation of one of the shapes however when I try this, no keys are created when I rotate it.
Is this only possible by collapsing the loft and editing the vertices?
3DS Max Design 2013 x64
Windows7 x64
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Dec 23, 2013
I rigged a model and everything was working fine. I then started going into the blocking phase of some animation I was going to do with it. After a review it was requested that I put some extra bit of rigging on the model. We basically wanted to have the ability to grab both eyes with a controller and pull them around positionally and have the bit of skin they cover follow along with the eyes. So I dropped in some bpones where the eyes are, made the controller bits, linked everything up, so far so good. My problem comes when I try to skin the mesh to the new bones I just dropped in. The verts I have selected, even when given a weight of .1 seem to shoot forward in space. They dont seem to be respecting the bones current position that they are being weighted to.
I fear this may have something to do with the fact that I have animation in this scene which I know isnt ideal but were doing a series of xreffing so our master rig file also contains our master animation data. Seperate files are saved out as backups but as far as working files, yeah, its all in there. So could this be whats causing my verts to jump forward in space when I am skinning a bone that they currently are at its position? Or perhaps some errant transform? In the image I have selected the two rings beneath his eyes and given them a weight of .1. As you can see the verts are shooting out in front of the mesh when they should be staying in place at the eye bone I am trying to skin them to.
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Jan 7, 2013
how to reorder vertices in a flipped head so blendshapes will work properly (I've modelled left side expressions and would like to just mirror them across if that's possible).
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Mar 29, 2011
I am working in meters.
I can not seem to select vertices that are "farther" from the camera.
If I scale the object down - I can start selecting multiple verts again.
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Dec 14, 2011
I've read all I could on snaps, video tutorials, changed every setting.
the only time anything snaps is when I'm creating an object in which case I get a box and the object snaps to other objects, bounding boxes end points, etc.. (useless stuff) but it doesn't work at all otherwise, it does absolutely NOTHING while selecting an object or edible poly/mesh object vertices, etc..
I JUST WANT TO ALIGN A VERTEX TO ANOTHER VERTEX.
I've seen videos of people just dragging the axis to another vertex and that vertex automatically aligning to it... why the heck can't that work for me? I don't even get a line, nothing that looks like any tutorials out there. Everything behaves the exact same way as without snaps. you can't even tell the difference moving things around except there is a little circle at the center of the gizmo. I even checked every box in the snaps settings. It makes me want to throw the computer out the window that it takes 3 hours and still nothing works.
Ultimately I just want to select a grid of vertices and align them in a planar xy axis at the same z value as a single of my choice... why is this so impossible?
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Aug 31, 2011
I'm currently trying to set up bones in my character. What are some good resources for fixing skin weights, painting skin weights, and other weighting techniques. My problem is that when i bend a finger it squishes too much at the inside of the joint.
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Jun 17, 2011
I'm on page 89 of online tutorial of making the character helmet, and when I try to select and move the pair of vertices at the base of the helmet, they become bright yellow, and all surrounding vertices become a gradually darkening shade of orange. What happens is, it moves all of the vertices around the ones I selected. In the image on the tutorial, only the selected vertices move. What should I do?
I've included a screenshot of the online tutorial, and I've also included screenshots of my own project, to better illustrate the problem I'm having.
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Nov 21, 2012
How do I access Onion Skin from the FRAME timeline. It only seems available on the other time line.
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Feb 1, 2012
Is it at all a good idea to go about to skin multiple objects for your character?...or is it better to make it a single mesh?
if its practicable whats are the "things to do" to go about it in the right direction. ..instanced skin modifier? OR unique skin for each objects?
does it make any difference if i attach the objects? or keeping them separate as far as instanced skin modifier is concerned? (not making single mesh by welding vertices)
specifically speaking about the character i am working on ...it has:
a. head mesh
b. a scarf mesh
c. hand mesh (till their elbows)
d. body/ trenchcoat mesh
e. trousers
f. shoes mesh
g. shoelaces and eyehole rings mesh
NOTE:
i at least need the trenchcoat to be a seperate mesh as i want to apply APEX on it later. (the APEX tut on youtube indicates the trenchcoat is a seperate mesh.)
PROBLEM:
i tried to use a instanced skin modifier, however the scarf head and trenchcoat and the head where they should be together gets messed up when i check with some basic check poses.
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Oct 21, 2012
I've migrated from Maya to 3ds Max for character animation and was wondering - When I apply a skin modifier then go to 'Edit envelopes' - is there an equivalent to maya's artisan interface? i.e. Can I paint weights with a brush rather than vertex by vertex or entering numbers?
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May 15, 2013
I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.
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May 5, 2011
I am currently trying to bind the skin for a character using a rig created from a Digital Tutors Tutorial. The rig I've build seems to be working fine however when I created the smooth skin bind the thighs collapse when the leg is raised. I've tried fixing it using the interactive skin weight tool but it doesn't seem to make any difference. i have included pictures of a quick render as well as the weight influence of the knee and hip joints.
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Mar 11, 2013
couple of days ago i finished rigging, positionned my character in a nice pose for a render then closed maya. Foward a couple of days, now when i move my rig the character is not following it, he stays in the same pose as he was like if he was frozen.
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Nov 24, 2013
Is there a way to assign just specific vertices to a bone by selecting a separate part of an object? Like for example, I have a model of a gun which I'm trying to rig now and this gun has two barrels, one obove the other, and each of this barrel needs to be assign to a different bone. Those bones are there, but the problem is that certain parts (vertices) of second barrel are assigned as well to the second bone, which is incorrect. How do I select only part (an element) of an object and assign it to the bone?
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Aug 1, 2011
We're having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)
Maya seems to take the UV's for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV's that are supposed to be clean and dedicated only to the main mesh.
how to save weights and mirror weights for meshes like ours?
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May 5, 2012
Got this low-poly model here. I created some bones for it and inserted them into the mesh. But when I use the Skin Modifier into it, and use the 'add' button under "Parameters". No bones appear in the list?
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Nov 11, 2013
I have a single-mesh model, pre-rigged and textured. I am trying to export it into a format which has a bone-limit of 59 bones per mesh. This model, however, has over 100 bones.
I'm really not very good at doing rigging from scratch; someone else rigged this for me. I need to split up the mesh, so the model meets the less-than-59-bones-per-mesh rule.
Is there a way to do this without destroying the skin modifier, and having to re-skin the whole thing? I'd like it to end up as several meshes, which all work as one in terms of rigging.
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Mar 17, 2011
Skin modifer, skelleton has moved outside the mesh.
I flick the light on and off on skin modifier, when its off the skelleton fits the model perfectly and when it,s on the hand and arm has been liftet outside the skel.
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Nov 16, 2011
I created a rig in MAX 32bit but recently loaded 64 bit MAX but now when I choose the skin modifier/edit envelopes, I cannot choose bones to edit. The interface just flashes and I am not able to select verts on the mesh. I had originally used the weight tool to change the weights of each vert on the mesh, now it doesn't work at all.
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Mar 28, 2013
I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?
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Apr 4, 2012
Like in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:
"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".
I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).
There was no such problem with Maya 2011. I use Setup machine for the rig.
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Nov 22, 2013
What I'm attempting to do is export a Skin and Morph based rig to test out in Unity. The bone and morph targets come into Unity but the actual morph animation didn't. I checked the controllers responsible and it appears that the curves driven by the Reaction Manager don't get baked when exporting to .fbx.
Now I suppose I can bake them myself to something .fbx understands before export but I can't seem to find a way to simply take the animation curves for the morph channels and bake it down.
I really would like to get Morph Targets working in Unity but this silly problem is preventing me from doing so.
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