animated character's weight

klaizard

11-07-2006 03:35:32

this is 3d max's view


this is ofusion view


animations are all correct. but some vertecies like that

what's the problem?

Lioric

11-07-2006 16:45:16

Test if all those vertices are not using more than 4 bones

Are the bones affecting those vertices created normaly? (not mirrored or other procedural creation)

klaizard

12-07-2006 02:51:14

all vectices are using 2 bones

we use biped and half of biped was copied
(adjust half of biped and copy to opposite)

do we must manage each?

Lioric

12-07-2006 16:20:55

As long as the position or posture is copied, it should be no problem

What happen if you initialize physique with rigid vertex assigments, so a single bone per vertex?

What is the scale of the bone(s) that might be causing the issue? any negative scale?

klaizard

13-07-2006 11:41:51

First, thank you for your continuing answer and sorry my poor english.

1. What happen if you initialize physique with rigid vertex assigments, so a single bone per vertex?

1. vertices that causing problem type is deformal + rigid + root ( in Physique -> Vertex -> Vertex-Link Assignment option)
and 2 links bones( because of there is a joint )

2. What is the scale of the bone(s) that might be causing the issue? any negative scale?

2. there is no nagative scale

Lioric

13-07-2006 16:39:24

You should not use root vertex assigments, all your vertices should have bones assigned and the total weight must be 1.0