Skinning problems 2003-12-08 - By Olivier Renouard
Back !!! These nice news made me make a try... and hum it's half working.
Actually I even set all weights to 1.0 on same joint (so you're sure they're normalized as one can be), and you still get imprecision showing. (tried on a 180 cm cylinder) Though it indeed appears later (for whatever use it is)
Skin->Edit Smooth Skin->Normalize isn't any help Using the paint tool to smooth gives sometimes better result on a given vertex, then worse on next iteration (??) Giving them manual values is also a guess, sometimes better, sometimes worse (depends if u fall on a "round count" or not)
Anyway at those distances from center you also start to get camera and transform precision issues. Warps will give you similar trouble too. Similar precision trouble was discussed there : http://www.highend3d.com/render/archive/sp.3d?mail_id=3233
I don't know how reliable would be the results you can get from vertex weight fiddling, but if you're lucky and it saves the day without the need for any more modifications then seems the way to go.
Olivier
-- -- Original Message -- -- From: "Coony, Ian" <Ian.Coony@(protected)> To: <maya@(protected)> Sent: Monday, December 08, 2003 8:34 PM Subject: Re: Skinning problems
> Sounds like you have skin weights that don't add up to one (normalized) > > Try moving your character way out in space (using your root TRS node).... translate and rotate the character something like > 5000x, 5000y, 5000z - and you will quickly see what breaks and where the skinvertexes are left behind... > ( this is always a great test to do when you think you have your rig working perfectly, as all the flaws quickly show up ;} ) > > Next, you can use the artisan (paint weights tool) on the skin verts that are sticking out.... "smooth" works well if > you want to average them with the surrounding verts... > > another way would be to analyze a vertex close to the "drifters" that seemes to be working and apply the same > weight values it has to the drifter vertex using the component editor to manually key in values... > > > I think there is also a script on H3D that will allow you to copy and paste weights on a vertex to another vertex... > this would be the ideal method) > > > good luck, > > > -ian > > > > > > Joey Ponthieux wrote: > > Hello, > > A number of months ago I rigged, skinned and weighted a male character > > to be used as a pilot in an aircraft. At the time I spent days fine > > tuning details and testing the rig for appearance. Eventually I finshed > > the rig, and exported the rig and skin to be imported in other scene. At > > the time everything checked out fine and I was very pleased with it. > > Quite a while back I imported the rig into the scene I want it to be > > used in. I scaled the rig into it's position in the flightdeck of this > > aircraft, and went on to other things. After spending an enournmous > > amount of time getting the rest of the flightdeck ready I began > > animating and rendering the scene. Now I have discovered that the rig I > > created is flawed, if not ruined. I'm not sure whats going on here > > exactly, but I have vertices on the mesh drifting away from the basic > > shape of the skin, and other parts of the skin exhibit bizarre behavior. > > For example if I close the right hand, vertices on the skin of some > > digit just fly into space. I have gone back and checked my weighting and > > at least visually I can't see any reason for this behavior. To make > > matters worse, the entire problem seems to be made worse by the position > > of the rig in space. In other words, If I move the aircraft near zero > > world space, the rig appears like its supposed and behaves correctly, > > but if I move the aircraft 1000, 2000, or 5000 units in space, the > > problem steadily gets worse the farther I move the model from world > > center. Areas of the face begin getting crumpled, parts of the torso > > start to implode, etc. And parts of the rig which ordinarily would > > behave properly, start doing weird things. I'm unsure what I've done, I > > don't have any time to rebuild this thing, and I suspect it wouldnt make > > any difference, since I've gone back and checked the original and it > > seems to be fine. After much frustration I have come to the suspicion > > that the problems are probably being caused by the resizing and > > repositioning of the rig when I imported it into the current scene. I > > havent done many character rigs, and to be honest, I don't know what to > > do with it at this point. Any thoughts which could shed light on what's > > going on here would be greatly apreciated. > > > > > > > > > > -- > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- > Ian J. Coony ian.coony@(protected) > Walt Disney Feature Animation 818.460.8649 > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- > > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- > List-help: <mailto:listar@(protected)?Subject=help> > List-unsubscribe: <http://www.highend3d.com/maya/listserver/> > List-subscribe: <http://www.highend3d.com/maya/listserver/> > List-archive: <http://www.highend3d.com/maya/archive/> > >
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