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Brandonisrad
07-13-2007, 09:43 PM
Hey^^

For some reason my weight maps are not working right, maybe I'm doing it wrong....well I am doing it wrong heh. Anyway, can someone show/tell me how to make weight maps for bones so that when I move the bone the object doesn't break all apart and stuff. Like when I move the bone, the cylinder "leg of my poly charact. heh" goes all over the place :/

jat
07-13-2007, 09:53 PM
In modeler the basic method is to select the poly's that you want influenced by the bone, select W in the bottom tool bar and select new, give it a name and you can immediately assign the value as a percentage - you'll see it. Make sure you then assign the weight map you just made to the bone you want. You can setup the bones in Modeler or Layout but for now just try this.

Brandonisrad
07-14-2007, 12:23 AM
In modeler the basic method is to select the poly's that you want influenced by the bone, select W in the bottom tool bar and select new, give it a name and you can immediately assign the value as a percentage - you'll see it. Make sure you then assign the weight map you just made to the bone you want. You can setup the bones in Modeler or Layout but for now just try this.


Ok kewl^^

Thanks!!

T-Light
07-14-2007, 01:01 AM
Brandonisrad -

when I move the bone the object doesn't break all apart and stuff.
Make sure your points are welded or, if not, make sure your bone influence affects all your layers or all parts of your object , if your object is made up of lots of parts (ie seperate objects or seperate layers) you're going to get these problems.

Sensei
07-14-2007, 01:19 AM
In modeler the basic method is to select the poly's that you want influenced by the bone, select W in the bottom tool bar and select new, give it a name and you can immediately assign the value as a percentage - you'll see it.

One addition - for Catmull-Clark sub-patches due to bug in weight map calculations you must set all other weight values to 0.0.. Otherwise you will have accidently random weight values in the center of sub-patches without any weight map (and therefore wrong deformation in that place, looking like cone)..

SplineGod
07-14-2007, 03:14 AM
If you want to keep things simple add the bones into your character, rest them and then test deformations to determine if weight maps are even needed and if so, how complex.
A lot of people think that you have to use weight maps with bones. Its not the case. As soon as you rest the bones they immediately influence the mesh.

j__
07-14-2007, 03:59 AM
Sounds obvious but make sure you've got the right weightmap selected for that bone. Make sure deformations are set to last. Make sure you haven't got another significant bone somewhere with no weightmaps assigned to it, or the wrong weightmaps assigned to it. Make sure you haven't got another active bone somewhere higher up with the same weight map or a different weight map but with the same vertices assigned.

Make sure bones are rested on frame 0 when IK and any expressions are OFF and make a keyframe for them.

Make sure you are not mixing bones that use weight map only with ones that don't, make them all one thing or the other, not a mix. I read somewhere that you can't mix them and Layout won't let you, but it does let you mix those settings for different bones in a hierarchy.

Brandonisrad
07-14-2007, 05:25 AM
Thanks for all the feedback guys, I finally got one to move correctly so i'm getting there haha.

Now I have problems with the other bones, there weight maps aren't even working <_> this is all so complicated I haven't used lightwave in like a year in a half. This is how i'm doing it "I just make a square, well I will skip past me making the low polygon character k. anyway after I have made the square on top of two cylinders "Feet", I place three bones in each leg the thigh bone, the knee and the foot. Then I select the skelegon i'm going to do a map for at that time and hit bone weight. Then I test that skelegon and shazzzam it's messed up :devil: !."

SplineGod
07-14-2007, 11:23 AM
That why I said to simply by not using weight maps initially. You can add them afterwords once you determine where they might be needed.
Heres some examples of what I mean (none use weight maps).
http://www.3dtrainingonline.com/examples/shoulder_rig.mov
http://www.3dtrainingonline.com/examples/char_rig_demo.zip
http://www.3dtrainingonline.com/examples/rig_demo.mov

Brandonisrad
07-14-2007, 05:06 PM
That why I said to simply by not using weight maps initially. You can add them afterwords once you determine where they might be needed.
Heres some examples of what I mean (none use weight maps).
http://www.3dtrainingonline.com/examples/shoulder_rig.mov
http://www.3dtrainingonline.com/examples/char_rig_demo.zip
http://www.3dtrainingonline.com/examples/rig_demo.mov

Holy crap! thank you soo much splinegod.

Those were the best tutorials I have seen in like...well ever haha thanks

SplineGod
07-14-2007, 05:10 PM
Thanks, :)
Actually theyre demos from tutorials :)