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# 1 09-04-2003 , 07:17 AM
olivermagno's Avatar
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Join Date: Mar 2003
Location: Philippines
Posts: 94

Weighting a 1 division subD Vertex in Maya 4.5

Hi!

I'd like to ask as question regarding the weighting of a subD hand. A colleague of mine modelled this arm in subD and then later skinned it, but when he tried to activate the custom close hand control (Set ddriven key for joints) a vertice on the thumb was pulling of from the rest of the model. The vertice was a level one display type and could only be seen in that level.
We tried altering the weights in the component editor, the paint weights tool, even manually moving the level one vertice, and still no effect. Does anyone have any idea how to get it to be influenced by the thumb joint? Highly appreciated.

regards,

Martin and Oliver


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our decisions-not the conditions of our lives
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# 2 09-04-2003 , 01:53 PM
Kurt's Avatar
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Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
Was it smooth bond or riggid? If it was rigged bond you can try using edit membership tool.....

Go to you animation menu set> deform> edit membership menu.

If that is the problem you should be able to assign the little guy to the thumb joint...


Also try to bring the level back down to 0 when play witht the edit tool...


Still trying to think of other reasons.


Hope thats it

Kurt


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 3 10-04-2003 , 01:13 AM
olivermagno's Avatar
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Join Date: Mar 2003
Location: Philippines
Posts: 94
It was smooth bind.

maybe i was thinking the option "selected skeleton" in the smooth bind option, maybe the last joint were not selected when it was smooth bind. is it possible to detach the skin and bind it again then reweight the skin? or should i use another geometry?

thanx for the help


------------------------------------------------
our decisions-not the conditions of our lives
determine our destiny.
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