Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 23-03-2003, 06:24 PM   #1
Darkware
Subscriber
 
Darkware's Avatar
 
Join Date: Oct 2002
Location: USA
Posts: 1,172
Thanks: 0
Thanked 4 Times in 4 Posts
Default How do I fix unwanted deformations when bending fingers?

Image 1: The hand I designed using Subdivisions with the help of the free hand tutorial here at SM. Thanks a lot for that tut Kevin!
Image 2: In green is the nurbs sphere I used for an influence object for the index finger.
Image 3: The index finger when it is bent. The influence object was parented to one of the joints. The unwanted deformation is still present.
Image 4: I tried adding two more influence spheres to the index finger thinking it would help.
Image 5: I still get the same results as in image 3 and as seen in image 5, the influence objects also have an effect on the middle finger. They are pulling it down slightly.

Question: What is a good set-up for influence objects in fingers and what should the drop-off and Nurbs sample values be? Do weights have anything to do with this problem? If so, what exactly do I need to do? Any tutorials or information would be greatly appreciated.
__________________
www.Darkware3D.com
Darkware is offline   Reply With Quote
Old 24-03-2003, 12:13 PM   #2
Jim
Registered User
 
Jim's Avatar
 
Join Date: Jun 2002
Location: Adelaide Australia
Posts: 201
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Hi,

Have you done any weight painting?
and
Did you bind the skeleton to the subD proxy (whatever the poly cage is called)?

also,

You could try using blendshape and set driven key on the influences to automate the influence compensation?

Hope this makes sense.

re Jim
__________________
Mayan elder......only in years.....
Jim is offline   Reply With Quote
Old 24-03-2003, 06:21 PM   #3
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

strange, I've never had a problem with the fingers when using smooth bind... they usually bind without any problems. Could be the settings I use.

Good luck!
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 29-03-2003, 07:26 AM   #4
olivermagno
Registered User
 
olivermagno's Avatar
 
Join Date: Mar 2003
Location: Philippines
Posts: 94
Thanks: 0
Thanked 0 Times in 0 Posts
Wink

:banana:

maybe the settings in your smooth bind is Complete Skeleton Skeleton and not the option Selected Joints, if you did the first option the root joint will also influence the skin, if you do the second option you must select all the joints one by one then Smooth Bind it.

hope it helps.

__________________
------------------------------------------------
our decisions-not the conditions of our lives
determine our destiny.
olivermagno is offline   Reply With Quote
Old 10-04-2003, 12:49 AM   #5
tariqrf
Subscriber
 
tariqrf's Avatar
 
Join Date: Jul 2002
Posts: 1,253
Thanks: 0
Thanked 11 Times in 11 Posts
Default

and btw,, why dont you add an ik handle?? (just wondering)
__________________
:banana: :mingun: :yipee: :mingun: :bgreen: :mingun: :argue:
tariqrf is offline   Reply With Quote
Old 10-04-2003, 01:35 AM   #6
doodle
Registered User
 
doodle's Avatar
 
Join Date: Nov 2002
Location: London
Posts: 1,292
Thanks: 0
Thanked 0 Times in 0 Posts
Default

First of all, sorry for hijacking your thread Darkware, but there not point starting a new one.

I was using a Locator for on of the fingers and then i selected the joint [see pic] and rotated it part of the hand stayed behind while the rest moved with the skeleton.

I'm not sure if this is the same problem as your Darkware, but it look similar.
__________________
Yeah, but no but yeah but no....
doodle is offline   Reply With Quote
Old 10-04-2003, 01:44 AM   #7
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

Looks like you need to adjust weights
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 10-04-2003, 03:03 AM   #8
Darkware
Subscriber
 
Darkware's Avatar
 
Join Date: Oct 2002
Location: USA
Posts: 1,172
Thanks: 0
Thanked 4 Times in 4 Posts
Default

tariqrf: I don't have any IK handles because the movement is done through set driven key commands.

z1mmnd14: I think Mike is right about the weights thing. We both need to adjust them somehow.

Thanks for the replies guys.
__________________
www.Darkware3D.com
Darkware is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.