Weighting issues -1 reply

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callmecowboy

The Internet ends at GF

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26th May 2008

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#1 10 years ago

So i have been attempting to finish my own Wampa MP model. I had the skeleton rigged or so i though * is there anyway to tell if you have done this right??** then i moved onto the weighting. now eclyspe did a great job with his tutorial but it left me with some questions i didn't quite understand the whole...bones and anchor idea proposed... is there any way to explain it better?

anyways moving on. i attempted to weight just willy nilly by following the idea pick the nearest bone outside the selected mesh and then the bones INSIDE the mesh. if that makes sense. it worked well except my mesh got resized and parts of the skeleton ended up sticking out of the mesh. Is that supposed to happen? or am i supposed to switch around the skeletons position to make it stay inside the mesh. BUT once i got to the arms and the hands is where strangeness went to a new level. the arms raised far above the skeleton and then the hands stretched...making the hands look really gross. I would of taken screens but i accidentally x'ed out.

Is there any explanation to this?

Is my weighting messing up the mesh or vice versa. Help would be greatly appreciated

thanks -x




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#2 10 years ago

Your problem is that after modifying any part of a model, before rigging it one has to reset the Xform. This effectively erases the model's own record of changes made to it.I'm not sure how one would go about it in XSI, though. Don't worry, it's a common mistake, even amongst the more experienced modelers here and it should take just a few clicks. Oh, also note that it might flip some of the polygons inside out. Should that happen, just select them and flip 'em again. I'm not sure how one would go about it in XSI, though.




callmecowboy

The Internet ends at GF

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26th May 2008

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#3 10 years ago

That very well sounds like it would fix the problem but i have no idea what that means xD

I am not even sure if my riggin is correct. All i did was fit the mesh over the skeleton so all those little black triangles were inside the mesh but touching it just barely. then did the whole put everything in with hip and torso etc. then put that all under stupid triangle...So if that right then i am golden lol.

Just the weighting is really confusing too me...maybe i should get the free 3ds max and try it there??would it be easier or no...?