- Hi! Wasted yesterday into skin weighting/setup practice
- I took my old demon mesh - removed some details and rebuilt legs and hands.
- I created blend system into arms, (good information from cgtalk rigging threads) ...then I created ik foot setup and basic spine setup - and then the problems started....
- there are some thing which i hadn't quite figured out earlier....and not now... this caused some serious problems as i used orient and look at constraints - i simply couldn't get it to mirror... i think i tried all possible ways, bone mirror, mirror with all possible axis settings - no luck.
- Seems like 3dsmax don't like mirroring of bones with constraints - like this wasn't enough, i deleted all constraints and mirrored the arm, then noticed, the arm had one axis flipped - went ahead and the noticed, that right side doesn't work with skin weight mirroring - arhhh....8 hours later, i managed to get bones mirrored to right side, without negative scales, or any other strange flips which happened with mirrored bones...manually copying every bone
- but anyway,i got the first version of skin weighting done! Here are the first test renders - i wanted the character to be really muscular / cartoony to make spotting of faults easier... only twist&blend bones used in arms - no muscle bones or corrective morphs yet!
P.S.
- Does anyone know good scripts for mirroring arm / leg setups in 3dsmax? - Seems like max mirror really doesn't work too well... tips are very welcome
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Replies
http://www.scriptspot.com/Main_Scripts.a...eld=bone+mirror
- Thanks - seems like it works for bones only, but it removes half of the manual work --> have to redo constrained objects manually... (maybe it can't be done properly without scripting...)
pogonip:
yep. Shoulder is always a problem - currently there is one automaticly working blend bone (shoulder/biceps) and 3 automatic twist bones in biceps area - i think rest of the deformation could be done using morphs