3ds Max Animation :: Rig Distortion After Skinning?

Apr 25, 2013

recently ran into some trouble when rigging a character. I selected the character geometry, added a skin modifier, and attached all the CAT bones and muscles that I had created for my character.

The problem begins when I try to rotate the CAT bones in the rig. If I rotate the torso bone for instance, and then press undo, the mesh sometimes pops back but the CAT bones remain in place.

Another issue is that after I reload one of my earlier saves in which I had applied a skin modifier, the rig becomes highly distorted.

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3ds Max Animation :: Skinning - Vertices Moving Out Of Place

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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Nov 28, 2011

I'm wanting to know the best way to make different game outfits for a character. I want to be able to switch out between a couple different torsos and still have the same head model and rigging with animations still working.

I'm not sure if this is the best way or not but I detached a cylinder into two separate pieces.

Then I skinned and weight painted one half of the cylinder, weight painting the seam 50% to both bones and decreased that amount as I went father away from the seam. Then doing the same thing to the other half of the cylinder.

For example if this was the game character I would detach his arms, legs, and head from his torso and do the same thing I did with the cylinder.

I've included a link to a video of the cylinder bending.

[URL]

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Dec 5, 2013

I am in the process of skinning a character and I was wondering if Max had a feature/option/button that allows you to select all the verts that are currently being influenced by the particular bone you currently have selected? It seems like a feature like that would make setting up the blends between bones a lot easier then having to select all the verts in question each time and then additional verts that you are wanting to weight to.

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Dec 17, 2013

I am trying to find out if it is possible to hide parts of a mesh while I skin certain parts of a mesh using biped .  Here is what I have tried. Below my skin modifier on my stack is my edit mesh. I open up edit mesh and select the faces I would like to hide and hide them .Then I return to my skin modifier and skin parts of my mesh. but then I reliased that my biped is no longer skinned to my mesh if I hide a porition of the mesh. Even When I unhide the faces the mesh is no longer skinned to the biped. The biped moves but my mesh no longer follows. I tried deleting the skinned biped bones on the skin modifier and re adding them but it still did not do anything.
 
I know there must be a way to hide parts while you skin. By the way I am using MAX10

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Sep 18, 2013

I'm pretty new to the whole rigging and skinning process, so in order to skin my model I've used the Interactive Skin Bind Tool (Skin>Bind Skin>Interactive Skin Bind Tool) which so far hasn't caused any problems. But when I started to modify the weighting on the geometry it appeared that the weights are reversed meaning that when using the Interactive Skin Bind Tool (Skin>Edit Smooth Skin>Interactive Skin Bind) on the left leg, I actually modify the weights on the right leg and vice versa (see image below).

(Btw, I'm using Maya2013 Students Version).

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Nov 11, 2012

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I've attached a picture of a sample of what I'm referring to. If that isn't workable, any other workflow that is comparable?

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Also, I'm distorting an image at 72dpi as a test. When I replace the image with an exact replica at 300dpi and apply the wave distortion, I'm unable to get even remotely the same results. the wave patterns are much tighter. I've moved around all the characteristics with no result.

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I wasn't surprised or upset to see this distortion, since I'd seen it many times before.  It's easy enough to remedy: just Perspective Crop again.  This time the image was 1871x1000, which is much better:

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Mar 8, 2008

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Have a look at the attached photos.

if PS itself has functions for correcting the distortion.

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