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RevnChi
09-24-2006, 03:00 AM
i'm trying to rig a very simple robotic hand, but when i bind the joints to the mesh it starts to pull at certain places. it seems that some vertices have been attatched to joints that they shouldn't be attatched to~~ how can i fix that and unattatch just those specific verts so that when i rotate the fingers it won't pull?

baronkarza
09-24-2006, 12:21 PM
hi revnchi...why you don't parent the joints to the mesh instead of bind
them ? its' a robot no human :)

in alternative you must control the weights of every vertex of the binding mesh ; with vertex selected open the component editor and try to adjust the weight of every vertex of the joint ( hide zero column first) or with mesh selected open the option box of the paint skin weights tool and use this tool like the sculpt tool

it's a hard work at begin but with practice it's fun !!
bye baron

RevnChi
09-24-2006, 12:31 PM
thanks for the reply baronkarza:) i binded the mesh because there's one piece of it that isn't connected by a mechanical joint. that one part looks fine, and the rest of the joints i parented to the skeleton, but one part keeps pulling a few verts that it shouldn't be.

i'll try what you suggested and hopefully that'll solve my problem^_^

forgot to mention, i did a rigid bind, not a smooth bind, to the hand.

Jak_Carver
09-24-2006, 05:44 PM
when you smooth bind you should paint your weights, its along and tedious process in Maya but it has to be done (unless your using XSI, in which case it only takes a few minutes)

since your using rigid binding you can set up deformers to work with your rig, like lattices to control which areas or vertices you want to affected by what bone. Sorry, I would give you more info on rigid binding but Im rusty with it since I use smooth binding all the time, except in Max when I use rigid for game characters. Good luck

RevnChi
09-26-2006, 11:28 AM
thanks for the tips Jak Carver:) i'll keep those in mind for next time.