I'm fairly new to maya and so I'm trying all I can but as I start to paint in (with replace) a value of 0 the face stretches down to the centre point of the grid.
Okay first of all dont worry. Painting weights isnt a quick job to do and does take time and patience to do. You cant rush it. Especially if you are new to Maya....it wont be perfect over night...no way...it takes time
Are you following this from the Surfing with the Alien rigging and Ncloth?? if this is the case then what you have to remember that your character is totally different so the weight set up will differ greatly as the joint hierachy is different - horses for course and all that
The thing with smooth bind is that values are shared across multiple joints and you need to be aware of it when doing the initial bind, how many influences you have it set to and the falloff etc.
looking at the images its quite clear that the verts/joint are still sharing in more that one area. Also I wouldnt have a single joint like that in the head, you need a neck as well.
Make use of the component editor, this way you can see what verts have weights assigned to them from other joints, you can then simply dial them out manually without using the paint options.
As a note, always Add to a joint, dont use any of the other settings, and if you feel the need to use smooth, use it right at the very end of the painting process, otherwise it wont do you any favours and will become confusing when verts start popping out of place for whatever reason.
Personally I would start from afresh and do it a bit at a time, paint it, test it, and so on,that way you can break it down into small pieces at a time and keep your mind clear and not get frustrated because everytime you move a joint another piece moves.
Also to understand a joint setup, create a cylinder with a few divisions and joints, practice on that first so you know what is going on when you paint weights....the penny will drop....
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