Hi guys
I am currently trying to rig a robot in Maya but am having problems with the skin weights. I am currently working on his arm and although I have sections of the arm painted in complete white (Fully effected) the movement of the rig seems to be only having 60% of the effect when I rotate/move it. Im not sure where Im going wrong on this but I have a link to some screenshots below to help explain. Thanks for any help you can offer me and I hope you're having a nice day.
http://imgur.com/a/TeSTJ
Replies
You can also use the Component Editor window (Window > General Editors) to get a deeper, more precise view of which bones are influencing certain vertices. In the Component Editor, go to the Smooth Skins tab. With Options > Hide Zero Columns checked, it will only display the joints that have influence over the vertices you have selected, and you can manually punch in values to zero out any bad influences.
Work with ADD and go from master to slave.
Bind the arm completely to the shoulder then work your way down.
@BATTLECOW The reason I am using Replace is so my 0 value numbers take effect. When I am painting in Add mode the zero values dont effect anything. Can you explain why you recommend only using Add? I have bound the arm completely to the shoulder and am decreasing the influence as I go which is partly why I am confused things are not working for me.
Let's take the arm exemple again. After totally binding it to the shoulder you then go to the elbow and completely bind the arm from the elbow and down to the fingertips, you decrease the shoulder's influence by adding some on the elbow. You work your weight down and balance the weight between the two joints by checking with an animation and smoothing or adding where needed. Really small increment settings (intesity set a 0.03) help you get the deformation you want.
When you replace influence with maya's default 4 influence per vertex, the software balances it out adding other influences and totally messing with your work, you might have noticed it each time you switch joints.
Hai Phan has a tutorial about this, I believe it's not free but it's really cheap, I highly recommend it. (EDIT: I tried to find it and link it to you but I don't seem to be able to)
NGSKINTOLLS migh also be a lot of help, it replaces Maya's weight painting tool and is just better, and free
"you decrease the shoulder's influence by adding some on the elbow" - adding some of what?
"When you replace influence with maya's default 4 influence per vertex, the software balances it out adding other influences" - I'm not sure what you mean by "replace influence with Maya's default"
NGSkintolls looks great by the way.
Thanks for your help so far.
Every vertex has to be 100% painted/influenced at all times , if you remove/replace some influence most of the times your vertex will not be a 100% painted and Maya will try to balance it by adding influences from other joints.
The way you remove influence on the shoulder is by addind some influence (Adding paint) on the elbow
I suggest setting max influences (in the drop down menu of the soft bind option) to 2 or even 1 since you have a very low poly mesh.
Also just a tip : combining or separating already skinned meshes fucks everything up
A lot of skinning issues can occur right at the start by choosing the wrong skin bind settings. Unfortunately, the defaults are not an ideal choice in most cases.
Also, +1 for NGskintools. Amazing bit of kit. Grab the Dora Skin Weights script at some point too. It allows you to save weights to another file and transfer them easily to other meshes via vertex order, world position or uv position.