OK, I'm working on an indy project, needing to skin a character to a biped rig, in max. This is like my fourth attempt, I've watched god knows how many tutorials, particularly those on digital tutors. The thing I'm really struggling with is weighting round the shoulder. If you look at the majority of tutorials out there, they grab a pipe, and set of fingers or something simple, add some bones, make it bend,...thats fine, I can do that and I understand it, but how on earth do do you do a shoulder??
It's driving me crazy lol, I'm not an animator, but its down to me, if I dont do it, it doesnt get done, please can someone, point me in the right direction, here are some screens of my weighting and the deformation of the mesh so far....
Cheers guys
Replies
I generally use a couple of twist joints in the upper arm also which really helps the deformation.
To start off with nobody's arm bends that way! If you want to get your arm in that position you need to move your shoulder, which is controlled by the clavicle bone.
Hm its pretty tricky to tell what going on i'd be happy to have a look at it in 3Ds Max if you want and then give you some concrete pointers.
Thanks guys, wish there was an easy method, a dDo for skinning lol. I thought I'd still post some screens of my bone layout within the mesh (like you guys suggested), see if that is perhaps causing some difficulties.
Check on Show colored faces
Check on Show No envelopes
to see what I mean.
http://www.scriptspot.com/3ds-max/scripts/autoweight-automatic-skinning-tool-for-3ds-max
I've fixed several bugs and heavily modified the UI to suit myself better. I don't think I'm at liberty to share my copy though.
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BTW, I just wanted to add... There is no magic bullet for skinning. It just takes time and practice. I fix half of my skinning problems by restricting the animation poses (or doing a motion very quickly).
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