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Rigging problem - One vertex is not deforming correctly

Hey polycount! I've been trying to rig a bow recently and I've run into a bit of a problem. This is what my bow and the rig looks like:

http://i.imgur.com/mq27x9i.png?1

This is what the weights look like on the part of the bow where I'm having some trouble: http://i.imgur.com/RYPzVUp.png?1

This is what happens when I try changing the weights of the bottom most pairs of vertices: http://i.imgur.com/Lseb0Vs.png?1

As you can see, one vertex in the pair does not deform correctly. But when I make the abs effect 0, it aligns perfectly fine with the rest of the pairs, as can be seen here: http://i.imgur.com/EXYTOH4.png

Does anyone have any idea what the problem could be? I'm using [3DS MAX] in case it matters.

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  • huffer
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    huffer interpolator
    Hmm, could it be weighted to an extra bone instead of only just the two it needs?
  • unit187
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    unit187 polycounter lvl 9
    Could it be some other bone that located far-far away affects said vertecies making them deform in unexpected ways?
  • Parkas
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    Thanks for the answer guys! That's the first thing I thought of but I already removed the weighting from the other bones.

    Nevertheless, I've identified the problem. This is what the problem was:

    This is what the rig originally looked like: http://i.imgur.com/nOuX0xO.png?1 .

    The highlighted vertex spot is the one that had the weird deformation. This is a screenie of the bone that it was weighted to : http://i.imgur.com/ssdXHp7.png?1

    The first thing I did was click on the first bone and leave normalize on and then increase its abs effect to 1 in order to make it the only bone that the vertex is weighted to. When I clicked on the second bone, the vertex no longer had any weight, which was good. When I tried animating it however, the problem in my OP happens.

    To fix it, I had to click on the vertex and turn off normalize and THEN set the weight. When you switch between the bones there's no difference visually, but when I don't leave normalize on it will actually deform correctly.
  • Mark Dygert
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    Select the vert and in the skin modifier click on the wrench button, it's next to a button that says "Weight Table".
    This will pop up the weight tool:
    3dsmax%20Weight%20Tool.jpg
    In the list at the bottom there should be a bone that doesn't make sense, set it's weight to zero. Provided there are is at least one other bone for the vert to latch onto. All verts need at least one bone, if there is only one bone in the list and it's the bad bone, select other bone(s) you want it weighted to and give them some weight. Then you can set the bad bones weight to 0 and then go into "Advanced Parameters" and click "Remove Zero Weights" to get rid of it's influence all together.

    It's entirely possible that in your mad clicking to figure out something that worked you've tweaked the skin modifiers settings pretty heavily and have somethings on that shouldn't be on, you might want to delete the skin modifier and reapply it so you're starting from scratch.
  • Parkas
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    In the list at the bottom there should be a bone that doesn't make sense, set it's weight to zero. Provided there are is at least one other bone for the vert to latch onto. All verts need at least one bone, if there is only one bone in the list and it's the bad bone, select other bone(s) you want it weighted to and give them some weight. Then you can set the bad bones weight to 0 and then go into "Advanced Parameters" and click "Remove Zero Weights" to get rid of it's influence all together.

    I checked again and that also worked and seemed much more efficient! Thanks a lot for the answer!
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