Home Technical Talk

3ds max skinning mirror problem

polycounter
Offline / Send Message
rollin polycounter
hey ho!

I have a rig where some bones are located at the exact same spot. Like left-arm-bone and left-arm-support-bone

Also these Bones are dummy object.

Now if I skin a model onto these bones the envelopes are zero sized. If I now want to use the mirror function the auto linking won't work as the position of the envelopes are used for it. The stupid problem is the envelope position is stored in the moment I add the skin modifier.

For an bone-object skeleton I found the workaround to edit-poly the visual bone object in a way I can separate them later. If I add the skin modifier the envelopes will be created using the bounding box of the bones.

Problem now is that I can't edit the dummy objects in any way to get separated envelopes and pulling the envelopes later apart doesn't help as explained above.

Anyone a good idea?

Replies

Sign In or Register to comment.