I've had this on two models now. I'm rather new to riggging and skinning but I can't figure out what I'm doing wrong here.
Model was xformed before rigging and adding skin modifier. The model and geo is all zeroed out.
What is causing this issue? I'm working in Meters, could that be it? Is the hand geo insufficent? I'm at a complete loss.
I've not used any voxel or heatmapping.
Appreciate any help
Cheers
Replies
Also, which version of 3ds Max is this?
The hands are separate elements/objects. I've detached them checked the scale, it's at 100. reset x form anyway,reattached them to the main model then reset xform to the entirety of the model to no avail.
Could the hand topology geometry or pose be causing this (it's not the best). I can rig a straightened hand in a separate file no problem.
It's max 2024.
Here is the partial file
https://drive.google.com/file/d/1_yrSQzR5VptwOKPoajRqcWOzDAvANCLf/view?usp=drivesdk
Not on 2024 and haven't used CAT, but is this the original CAT rig? Since the orientation of the index finger bones seems to be completely different from the other ones. I do remember Skin placing some strange links now and then, though.
Are you planning to use envelopes? Because if not, you should be able to ignore the Skin links and weight manually. Doesn't answer your question, of course.
I've not rigged anything in max for a couple of years but I too have seen skin create silly sized envelope bone thingies on several occasions.
iirc you can edit them manually and copy/mirror them in the same way you can vertex weights
So I'm assuming the issue relates to the size of the CAT helper boxes. That's not to say it's perfect. The bones now stay within the hand at least. The only issue is that the bones whilst locater in rhe correct position they are vertical rather than horizontal. I can amend these by hand though.