Hey guys,
I'm in the process of putting the final touches on a character rig in 3DS Max using CAT rigging. While I was originally going to do a simple eyebrow, eyelid and jaw bone setup, I find myself with a little extra time and want to do a couple of mouth bones for additional expressions.
However, whenever I add a new bone to the rig and add it to the skin modifier, it sends any vertices weighted to it flying miles upwards or backwards. All bones I added prior to rigging still work just fine. I've searched for the forums for a bit and found nobody else talking about this problem.
I've had a couple of friends inform me that they had no problem when adding new bones to a rig during the skin process, but they were using an older version of MAX. Is there any way I can fix this without returning to square one, or am I simply missing something out?
Pictures:
No weighting to bone
Weighting to bone
Thank you all for your help in advance.
Replies
you should be able to fix it by simply disabling/enabling always deform in skin when in the bind pose
1. Go to frame 0.
2. Match the bind pose as close as you can.
3. In Skin's Advanced Parameters save the ENV file.
4. Collapse the modifier stack. (Collapse not Delete)
5. Add a new Skin mod, and Add all the bones including new bones.
6. Load the ENV file and click Match By Name for the bone list.
That should work.