Hello guys, I am going to get straight to the point; I have made a human modal which I have also rigged, as well as modeling and rigging a 5-fingerd hand. While I have yet to encounter any major problems, a few oddities bug me: 1) Whenever I bend my characters knee (this is after adding/editing /painting the weights), the…
s33th and Mr.Mint: Thanks, I will look at these sites the next time I start modeling. Barbarian: 1) I am pretty sure it is, seeing as how I used the mirror geometry tool for the model. 2) I only used the Add function during the weights painting, because I have heard how unreliable Replace is. 3) Not sure, will have to…
Here are some things that I would check. 1. Is the model perfectly symmetrical? Slight variations in symmetry will cause mirroring issues. 2. Check in the Component Editor (Window--CE, after select verts, and click on smoothskin tab)--for small weights that you can use the Prune Small Weights tool to eradicate. You may…
Skinning can only bring you so far before tweaking just becomes counter productive (although it should bring you a little farther than where you are at), why not try some corrective blend shapes. Also, are you using quaternion skinning?.
What do you mean by tweaking? Model wise or rigging tools? Also, how can you use blend shapes for corrective purposes in this situation? And for your question, as far as I am aware of, I used normal skinning while using the component editor.
I myself have always had this problem but once u understand how topology of a mesh should work for good deformation.I think one should have little or no need for blendshape corrections.I am still trying to get good weight painting skills,lol. Check this guys tutorials focused solely on why topology is important.…
I'm not a rigging expert at all so I'll point you to a page that I think answers most of your questions - http://hippydrome.com/ Not sure about the mirror weights question. I know a few versions of maya that I've used have been really buggy painting weights - especially before applying all the hotfixes/updates. Hope that's…
^Both, model wise and tweaking weights. There are a few ways to do corrective blend shapes, my method might be ancient by now (it's been several years). I would bend the limb around 90○ duplicate the model, push it over to the side, remodel the duplicate until the limb is a satisfactory shape, add it to your skinned model…