Maya Animation :: Painting Weights On 2 Very Small Stubborn Verts?
Sep 18, 2013
I need to paint the weights of two verts to cling to the middle back. These verts are on arrows that are stuck in a quiver. The quiver is painted to one back joint, as are the top of the arrows. However, the tips of the arrows are painted to the clavical.
I went into the component editor to try to weight them manually to the back, but in the CE, in smooth skins, they are weighted (1.0) to the clav. I know how to weight a vert to different bones if the CE lists them at the top, but since these verts are only weighted to the clav I don't have the option to set the clav weight to 0 and the back joint as 1. And, obviously, I don't know how to manually add the joint I need into the CE to weight it to 1 and kill the influence on the clav to 0.
I tried massively increasing my clip plane to zoom in, doesn't work. The paint weights brush just will NOT pick these verts up.
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Feb 12, 2012
For some reason when I use my Paint Skin weights tool, the mesh does not go into a grey scale type shader. Instead, the textured model is still displayed instead of the black and doesn't display weight values in the greyscale I'm used to.
Did I mess up settings somewhere? I know I'm in Paint Skin Weights tool because I can see the bones when it goes into Xray. I can open other scene files and can view the weights just fine.
Note: I have tried the following fixes: copied the mesh into a new scene, made sure it wasn't a subdiv shape.
I am using Maya 2010
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Apr 5, 2011
I made a cluster from selected verts, now I realize I didn't include some verts that I want. is it possible to add new verts into an existing cluster?
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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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Oct 31, 2011
How to successfully import/export deformer weights ?
Like, a simple head made out of clusters on Left side. Would like to create/mirror these clusters to the other side. NONE of the default tools worked for me. Mirror deformer weights didn't and neither did the import/export deformer weights.
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Mar 25, 2013
I just installed the latest 2013.5 Extension release. When trying to perform a load saved weights from the Muscle menu, I receive the following error when switching the Load By type to World Pos.
// Error: file: C:/Program Files/Autodesk/Maya2013.5/scripts/muscle/cMuscleSaveWeights.mel line 663: Object 'tfTol' not found. //
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Jul 26, 2013
So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
[URL]....
This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.
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Jul 21, 2011
I have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.
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Aug 1, 2011
When i select my mesh and click paint weights i get this error:
// Error: file: D:/Program Files/Autodesk/Maya2012/scripts/others/skinClusterInflMenu.mel line 568: No object matches name: LeftLung.liw //
LeftLung is a joint and i figure liw is "Lock Influence Weights".
I can change settings in the tool and then go to paint and it is a red x through a red circle. When i click to paint it resets all settings in the tool and logs absolutely nothing to the script editor, even with Echo All Commands on.
This leads to the next problem, locking weights is doing nothing at all. Locking them by selecting the joint or using the component editor shows them as "on" but it does not actually lock in any way. Putting influence to any other joint will remove/change the influence on the locked joints.
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Apr 4, 2012
I am trying to model a trumpet in Maya 2012. I took a cylinder and started selected the verts on one side to extrude and they were all yellow. When I extruded and then stretched the new edge to make the bell of the trumpet, it expanded but so did the other edge loops. Also, anytime I try to select a single or multiple verts, others are arbitrarily selected. In terms of a clock, if I select 1 o'clock, the 5 o'clock point will be selected. I don't know why but verts can only be selected symmetrically. This problem is also causing many other stranger control problems that are hard to explain. For example, when I extrude, I can drag out the new face if I use the default extruding moving tool (with the move tool and the scale tool on top of one another), but if I click "w" to get to the move tool like I usually do after I extrude, and drag it out, it completely forgets that the extrude ever happened, and just moves the single edge loop I had before. Every forum I've found said to just click "b" to turn off soft-selection, which fixed the original problem of having my shapes have redish orange edges, but the yellow verts are still there.
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Jan 22, 2012
The image shows what my problem is. I can't select faces unless I go inside the object, but the normals point outwards, and I have double edges and verts that merge won't fix. URL...
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Dec 1, 2013
So, when in object mode, I can manually input numbers to translate, rotate, and scale an object - either in the channel box, or in the attribute editor.
But what about subobjects (components) like verts, faces, and edges?
Sure I can move em around with the manipulator, but where can I manually enter in precise numbers?
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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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Jul 26, 2013
I have placed my assembly onto the idw and the line weight is set up correct for the majority of the drawing, but the small details, line less than 1mm together still carry the same line weight as the rest of the drawing. They are coming out far too thick as one big fat line.
Is there a way (Automatically, not RHM change layer) to select lines that are close together to move to a different layer that has a different line weight? I dont really want to go around selecting every line close together and changing the layer or weight do I?
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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 16, 2011
I'm still using Maya 2009 because I really hated what they did to 2010 and 2011. Features that I use often were removed. Multilister being one of them. Now I feel like I'm falling behind too much so thinking of upgrading to 2012 but I ran into a few issues while trying out the trial version.
Paint skin weights tool in 2009, I had the ability to set scale value above 1. Flood smooth couple times and flood scale 1.1 couple times and skinning was pretty much done. It was very quick way to dial in skinning and very effective. Now in 2012, I can't set scale value above 1.000. Has this been moved somewhere else or has it just been taken out? Why is Autodesk keep taking out useful features?
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May 17, 2012
i'm looking for the ui and code to edit the way maya will sort influences in the paint skin weights tool. currently the sorting methods are kinds insufficient. Ideally i would like to be able to sort by locked , and have the ability to make painting sets so i can work on specific areas at a time.
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Aug 18, 2011
issue with the component editor in Maya 2012. It seems that the handy slider at the bottom of the editor for blending weights doesn't work. I've installed hotfix 4 and it still seems busted.
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Jan 13, 2014
I have a new problem in Maya 2013. When I select the mesh and select 3D paint it turns black... and if I set any color I paint with grays. It happens with all my characters, and I didn't had this problem before.
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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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Feb 21, 2014
I'm asking specifically about rigging a gun, where there are about 3 moving parts.
I'm not able to paint weights when it's all put together, so need them separate, and need to assign bones exclusively to each moving part.
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Mar 28, 2012
New when it comes to any kind of environment modeling, but I'm trying to make a simple landscape with grass and trees for a project.
I've got a nice ground plane and a simple grass plane with a texture applied from Photoshop. I was wondering if there is a way to paint instances of my grass object without manually duplicating and placing each individual blade of grass?
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Feb 17, 2011
I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
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Apr 18, 2013
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
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Jan 20, 2011
I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:
1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated
Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.
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Dec 11, 2010
I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
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Oct 10, 2012
I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.
My work flow is as follows:
1 - Export car from Mudbox to Maya
2 - Separate the wheels & center pivot all items
3 - Add NurbsCurves to create a rig
4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation
It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.
I have attached an MB (Maya 2013) so you can see the
problem.mudboxcar_maya_2plusexpression.mb.zip
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Mar 6, 2012
translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...
Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me
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Apr 3, 2011
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
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Oct 23, 2012
I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.
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Dec 22, 2010
For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.
In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!
Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?
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