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Skinning issue in maya 2015

Sunny-3D-Ramm
polycounter lvl 5
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Sunny-3D-Ramm polycounter lvl 5
Hi there, I've been having a problem with a box that I've been skinning. All the flaps seem to work fine besides the last 1. If I try to wipe away any of the weights it moves the mesh about and deforms it. If I try to delete the joint using the delete joint tool it again deforms the mesh.

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  • antweiler
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    antweiler polycounter lvl 8
    it seems, there is some transformation (rotation) on the joint, so its already deforming the mesh and therefore moving the mesh, while removing joint weights from it. To paint weights without deformation use skin ->go to bindpose
  • Sunny-3D-Ramm
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    Sunny-3D-Ramm polycounter lvl 5
    Hi thanks for replying. I should've posted the normal rig image instead but it still happens if I have rotated or not rotated anything else.
  • antweiler
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    antweiler polycounter lvl 8
    I see, that you have all except the current joints weights locked. If you remove weight from a joint, maya tries to distribute the removed weight to other unlocked joints.
    If everything ekse is locked, it doesnt know where to put the weights.
    Maybe thats the problem? Its a good practise, to just use add for skinpainting, if you want to be sure, where your skinweights go.
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