Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 13-06-2008 , 07:44 PM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859

God im bad at rigging

when ever i paint weights for a joint other joints seem to change and i dont know why
the weights might not be saving i dont know
after painting do i need to press enter or sonething?

# 2 13-06-2008 , 08:40 PM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
You need to use the toggle hold weights option once you get the area weighted properly. Also work from the hands to the shoulder then work on the head to the neck then the legs to the bum then finally the chest and abdomen.
I always find this process a nightmare and found the setup machine to be very usefuly as it does the weighting for you. You will still need to tweak the weights once it had done its thing but it is a massive help. Since using it I have been able to get a character done to a decent standard in around 2 hrs + it creates all the joints and curves so it saves a massive amount of time.

Hope this helps

# 3 13-06-2008 , 10:31 PM
publicFunction's Avatar
Senior Software Developer
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
The Key to painting weights is always add. when u remove the weights from one area you must add it somewhere else...

Mikes Character Rigging Tutorial goes over this really well.


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# 4 14-06-2008 , 07:59 AM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
well i have an elephant (biped)
and when i move the trunk part of the body moves, how do i paint the weights to stop this (i cant find 'mikes tuttorial')
the only rigging one i found is by kurt

# 5 14-06-2008 , 08:28 AM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
select the verts on the body that are moving and open the component editor under the window tab > general editors.
Find where they are weighted to the trunk joint and set them to 0.

# 6 14-06-2008 , 09:47 AM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
I think ive got it now
thanks for all the help
user added image

but somehow i doubt this is the end of it.....

# 7 14-06-2008 , 10:17 AM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
i was right!

when you have copyed weights from one thing to another, and something on the second thing isnt quite right, how do you edit it?

# 8 14-06-2008 , 10:17 AM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
i was right!

when you have copyed weights from one thing to another, and something on the second thing isnt quite right, how do you edit it?

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