Hi,
I'm rigging a character and trying to mirror the skinning from the
left bones to the
right bones. It's not working for the
legs.
What it ends up doing is binding the
right vertices to the
Left leg. If you look in the image, you'll see that the legs'envelopes are in red.
Replies
I normally ended up cleaning the mesh, (Command panel > hierarchy tab > reset scale/transform). You can reapply symmetry and watch the vertex count (press 7) to see if it changes as you toggle it on/off (light bulb).
But the problem normally isn't with the mesh, sometimes it was CAT and I ended up deleting the limbs on one side and recreating them, even then it didn't always solve the problem, but sometimes it did.
I haven't run into the problem with newer versions of CAT since it was integrated into Max but then the characters I work on are very humanoid and very standardized.
also scaling issue can cause problems ie your mesh is too big or small in the scene
but its more likely a reset xform thing
Lastly turn off always deform then turn it on again in 'non' fig mode, then go back to fig mode and then repeat the process.
Don't forget to set the skin pose of the bones before applying the skin modifier. Before you apply skin to the mesh, highlight your bones, hold alt, right click and choose "set skin pose", then apply skin and add the bones. This will help mirror understand the basic skin pose better.
Any animation you do to check the deformation or whatever should be done after the frame that you applied skin. I normally set keys on all the bones at 0, then hold ctrl-alt-left click drag in the time line to push frame 0 out of the keyable area so the timeline starts on 1.
Drop a copy of the model/mesh in the scene > resetXform it > Skin Wrap it with the broken model, done.I made that many times to ensure that it wasn't a random fix and it always work. Hope it helps.
It's also pretty late for a reply but i had the same issue and the resetXform>SkinWrap didn't work.
I was finally able to bypass the issue by using an old backup.
On the backup, the Bones were correctly mirrored (don't know why because they were exactly the same). So i exported the skeleton and reimported it in my buggy project, because the bones names were the same, it didn't created a copy of my skeleton but simply replaced it. At that moment i was finally able to use the mirror correctly. So for future works i'd suggest verifying the mirror mode before spending a lot of time on the skin, saving it as a backup and only then starting the skin.