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Skinning/rigging vertex stretching in fingers

Hey guys, I posted in Cryengine forum but I don't expect to get a lot of views there, and I don't think this problem is Cry-engine specific. I must be doing something wrong when skinning to cause this problem:

finger01.jpg

saladfingers.jpg

salad02.jpg

salad03.jpg

Replies

  • thatanimator
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    thatanimator polycounter lvl 6
    I don't know anything about max or its skinning tools (which I should, wicked me), but maybe you didn't freeze the TranslationRotationScale values before skinning?
    don't know how max handles translation on joints, but in maya you generally can't zero out the translation of a joint as it is input in global space and not local..rotation however, you freeze - zero out before skinning. your error looks a lot more like the joints being offset by translation rather than rotation though..
    does the cryengine come with any rigs in their sdk? check out how their hands look, maybe you're missing a joint or something at the tips? fuck if I know rly :)
    some people like to rig their fingers with 4 joints, keeping one at the top, without any skinning information..maybe the cryengine expects that, and uses your 3rd joint as a "not-skinned 4th joint" and just zeroes it out or something?..

    meh.. :D
  • Mark Dygert
    That... is a crazy problem and based on the screenshots I have no idea why its doing that.

    You might want to check the Bone Effect Limit in the skin modifier under Advanced Parameters. Its the number of bones that are allowed to influence a single vert.

    Typically for realtime games it needs to be 4 or less but max defaults to 20 so you end up with a lot of extra bone weights and its not surprising to have long lists of bones for each vert where there are a lot of bones clustered together.

    Even if you weight each vert by hand if there are 0.0 weights in there it can cause a problem, so also be sure to click "Remove Zero Weights".
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