I've been trying to solve something for about 3 days now and I have absolutely no idea what to do at this point. I'm basically stuck until I can get past this part.
I have a problem with a bipidal rig where weird stuff happens if I try to mirror joints from one side to the other. I'm happy with the weights and the joints on one side, but when I bring it over to the other the IK joint on the knee locks up and the knee doesn't bend at all. This might just be a simple problem, and if you have a way to fix this easily, I'm all ears.
Anyways, I'm assuming that I need to do something like unbind the skin keeping the skin weight history, fix/add/remove some joints, and then rebind the skin with the same weight history I just had, right? Well, here's what happens if I try to do that.
![](https://us.v-cdn.net/5021068/uploads/editor/g0/msq0s5tocsbr.jpg)
My actual rig has control curves, eyes, and other stuff, I'm just using this simple one to troubleshoot.
![](https://us.v-cdn.net/5021068/uploads/editor/po/kbx2uawu72mt.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/ke/yub5nyx5oaax.jpg)
I'm showing the bind skin options, but I'm not sure it matters if I unbinded skin with the history on it. Even if I deleted the history, I wouldn't get a result as crazy as incoming image.
![Image: https://us.v-cdn.net/5021068/uploads/editor/1k/d4k6gogde82y.jpg](https://us.v-cdn.net/5021068/uploads/editor/1k/d4k6gogde82y.jpg)
I'm getting MEL errors which read:
// Error: file: C:/Program Files/Autodesk/Maya2017/scripts/others/createSkinCluster.mel line 515: No object matches name: //
// Error: file: C:/Program Files/Autodesk/Maya2017/scripts/others/createSkinCluster.mel line 515: Object '' not found. //
If anyone could help me understand what's going on and how to fix this I would greatly appreciate it, thanks.
Replies
Also that seems like a lot of joints for the hands and feet...
Sorry I just had to get that rant out.
@Scruples Yea. Add to it adjusting the weights on a per vert basis. ngskintools helps a bit with layers and ACTUAL smoothing that doesn't always spike out, but still the weight painting in Maya, sucks. Why is the "fix skin weights" (hammer) not a brush based tool? WHHY is it still based on selection? Thankfully the Geodesic voxel skinning gives a better starting place but still, I want to gouge my eyes out sometimes, not because it's buggy (it is that too) but because the workflow is so slow and cumbersome.