I have been trying to combine various meshes to a skeleton for animation within several different programs (Blender, Motionbuilder, 3DS Max).
I have decided to go with 3DS Max Character Studio for animation (pictured). I still get this error:
I partially understand why it is caused. The mesh is not completely combined with the skeleton.
BUT! I do not know why it happens (despite spending a lot of time making sure my biped is nearly exactly fit to the mesh, nor how to fix it.
If anyone could please tell me what I'm doing wrong, or how to fix these parts of the mesh, I would GREATLY appreciate it!
Thanks.
Replies
Or the weights on those verts are bound to a parent joint instead.
I don't use Character Studio so I may not know everything that's going on behind the scenes but that's just what it looks like on first glance.
I'm not sure which program you use, but I am doing pretty much the most basic thing possible. I create a skeleton and try to merge it to the mesh and this happens when I try to pose it.
What else can I do to fix this?
I use blender also, so how would I go about changing the weights for these problem areas?
http://www.filedropper.com/sektrig003
How can I make all of the mesh glue to the rig?
Max will do an ok job out of the box, but you'll need to do a skin pass yourself. Look it up on YouTube, 3dsMax Skinning.
Will do, thanks.