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messed up when attatched to bone.
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messed up when attatched to bone. // New Users
Post by classic12 // Aug 29, 2007, 11:15pm
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classic12
Total Posts: 243
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verson : 7.51 (truespace)
problem: when i attatch the skin to the skeleton some of the "skin" stretches and goes all weird http://img389.imageshack.us/img389/2185/footwentwrongqo6.jpg , and also when i move the body in dynamic pose i get some weird results.. http://img213.imageshack.us/img213/276/bodywentwrongok1.jpg .
any help on the matter would be great
--thanks--
andy |
Post by Jack Edwards // Aug 29, 2007, 11:35pm
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Jack Edwards
Total Posts: 4062
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Looks like you need to paint the weights so that the verts are influenced by the correct bones.
-Jack. |
Post by classic12 // Aug 29, 2007, 11:43pm
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classic12
Total Posts: 243
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i can paint the weights before i attatch the skeleton? its never done this before and as soon as i click on the skin (before i attatch to the bone) then it does this. And if i can paint weights on the skin before attatching how do i do it please?
edit: This problem has only occured after i have attatched hands and feet to the "main skeleton" just wodnering if there is any bugs with this still? |
Post by Jack Edwards // Aug 30, 2007, 12:19am
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Jack Edwards
Total Posts: 4062
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Weights are how strong an influence that a bone has on a vert, so you have to attach the skin to the skeleton first. ;)
I'm not familiar with the specifics of using the weight painting tools so hopefully one of the others can explain their use better. I'm fairly certain this can be solved with correct weight painting.
I'll be back on later tonight and can see if I can help you out further then if you still need help.
-Jack. |
Post by classic12 // Aug 30, 2007, 12:29am
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classic12
Total Posts: 243
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Okay i have added skin to the skeleton and then tried to adjust the weight toll using the "add" and "subtract" function and all it seems to do is missplace the skin even more. Maybee my model is messed up? |
Post by TomG // Aug 30, 2007, 1:50am
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TomG
Total Posts: 3397
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This could be an example of a known bug. If it's not a bug, try this:
1. Select weight painting brush to subtract, select the bone on the characters left foot, paint the vertices on the character's right foot to remove the influence of that bone on those vertices.
However, if that doesn't work, then its a bug where two different branches in the skeleton get the same names resulting in left and right vertices attached to the same bones in a way that can't be unpainted. If this is the case, then the solution is as follows (this is cut and paste from our developer):
"
Problem can be fixed by adding joint and removing joint above in hierarchy so that "wrong" bone is deleted....
"
So if you add a joint then delete it above the legs it should "rename" the skeleton branches as a result. I would do this before attaching the skeleton (always save scene before attaching skeleton would be one piece of advice, though you should be able to simply detach the skeleton, then do the create and delete joint to remedy the problem, then reattach skeleton)
HTH!
Tom |
Post by classic12 // Aug 30, 2007, 2:14am
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classic12
Total Posts: 243
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okay i tried removing some of the things off the other foot but that just dragged the skin miles out for some reason.. so ive tried adding another point on the end of the foot.. but when i delete it still goes back to being called bone 3 same as the other foot. |
Post by Bobbins // Aug 30, 2007, 2:58am
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Bobbins
Total Posts: 506
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Adding a bone at the end of the foot is adding a bone below the hierarchy, not adding a joint above the hierarchy. You need to add a joint in an existing bone above - ie in the leg. |
Post by classic12 // Aug 30, 2007, 3:00am
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classic12
Total Posts: 243
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Adding a bone at the end of the foot is adding a bone below the hierarchy, not adding a joint above the hierarchy. You need to add a joint in an existing bone above - ie in the leg.
no sorry i didnt mean attatched below i clicked the leg bone and dragged a line out and then deleted it.... sorry
okay i managed to get the legs to work now when i try the same trick with the arms eg adding a point to the shoulder or elbow and deleting i still get "skin" dragging off to the other arm. any tips on how to rename? id rather rename every finger than have to do it all again :(
2nd edit: hmmmmm it seems that even tho the feet dont appear to be out of place now as soon as i move them they go back to the same thing.. just like stretching and not moving... i think it may be bugged or something.
here is what i get after adding a joint and then deleting it.. both feet and there bones still named the same http://img248.imageshack.us/img248/738/legsbl9.jpg |
Post by classic12 // Aug 31, 2007, 2:59am
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classic12
Total Posts: 243
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Sorry for double post again but i really need to get this to work. Okay i have tried doing this.
step1: drag skeleton into window
step2: double click regular hands , human feet.
step3: draw a bone from the knee outwards and then delete
step4: attatched skin and still had same problem. Is there anyway to just change the bone names manually? |
Post by RichLevy // Aug 31, 2007, 5:18am
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RichLevy
Total Posts: 1140
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Some one posted an exceptional wide post... isn't against the rules :D
Select the dynamic pose tool
select a bone to rename
go into the Info Panel (WSside version, not the Model side one)
change the name of the bone in the Name field...
This did not work for me, I did mine BEFORE I attached skin.
Rich |
Post by classic12 // Aug 31, 2007, 6:17am
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classic12
Total Posts: 243
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:) 1st screen shot forgot that it took both screens :) (im a badddd baddd man)
Back on topic...
i renamed the bones using your method and it didn't work for me either, hmmmm i wouldn't be so bothered but we need the fingers atleast to be able to move for poses holding things...
any one have a randome bone namer plugin or anything that just scrambles the bone names up so they couldnt collide?
edit: deleted the right foot + right hand off the skeleton and attatched to the skin, model now poses but only after the other foot/hand was deleted, and also renaming all bones from top to bottom, didn't cure the problem (for me). |
Post by RichLevy // Aug 31, 2007, 6:52am
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RichLevy
Total Posts: 1140
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I am not completely sure yet what you can do to salvage the existing skeleton. You may have to build one for your character from scratch.
If that is a problem for you I could provide a character rig for you to use. I have creature creator here. I can build a generic rig (5 finger hands, 2 arms and legs)
do you need ears?
tail?
Wings?
Rich |
Post by classic12 // Aug 31, 2007, 6:57am
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classic12
Total Posts: 243
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That would be great, no wings or ears just a plain skeleton+ feet + hands rig,
if it isn't going to take that long or you are busy and need to do it another time then ill wait .
--thanks--
andy |
Post by RichLevy // Aug 31, 2007, 7:19am
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RichLevy
Total Posts: 1140
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Give me an hour to build one from scratch and get the limits set...
Rich |
Post by RichLevy // Aug 31, 2007, 8:11am
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RichLevy
Total Posts: 1140
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Try this, it's just a generic rig, no naming used. I joint some quick and dirty limits, you may have to adjust to suite your own needs
Rich |
Post by classic12 // Sep 3, 2007, 12:02am
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classic12
Total Posts: 243
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Thanks for the skeleton it seems to work fine if i don't use weight paint on the model, but then it moves weird and creates weird bends and stuff... but when i use weight paint on just 1 limb this is what happens..
http://img292.imageshack.us/img292/1097/genericskeletonxj2.jpg |
Post by classic12 // Sep 5, 2007, 7:40am
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classic12
Total Posts: 243
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Please find attached project. (14 meg) as requested |
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