3ds Max Animation :: Skin Morph Vertices Aren't Staying On Model

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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3ds Max Animation :: Skin Morph In 2013 - Skewing Vertices Side-to-side Locally

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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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.
 
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If I move the original part back to the correct location the animation still has incorrect movement?

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I have max 2011 an 2012.

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3DS Max Design 2013 x64
Windows7 x64

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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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I know that it can be exported to Mudbox, but is this the only place it can be exported?

I am trying to find a way to reproduce a model created in Maya (or Mudbox for that matter) as a physical object (via 3D printing).

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Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013

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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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Nov 24, 2013

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how to save weights and mirror weights for meshes like ours?

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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.
 
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