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

Batman by Jason Edwards
You are here > Home > SimplyMaya Community Forums

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 06-10-2007, 06:28 AM   #1
Registered User
Join Date: Feb 2004
Posts: 42
Thanks: 0
Thanked 0 Times in 0 Posts
Default Smooth Binding Problems

Hi , im working on a character binding right now and im having a problem with one vertex . when ever i set his influence to 0 wich is what i want , and i move to the next joint his value pops back and when i try to set the influence to 0 and toggle hold it , its messing his movement when i try to use other joints that doesnt suppose to be releated to it at all . any idea why ?
RisTar is offline   Reply With Quote
Old 07-10-2007, 02:46 PM   #2
LauriePriest's Avatar
Join Date: May 2003
Location: London
Posts: 1,001
Thanks: 0
Thanked 59 Times in 51 Posts

Whats happening is that when you set the weight value to 0 maya will need to assign a joint or joints influence over that vert.

So when you do not hold the weights it will just re-assign it to the joint you just removed the influence from. But when you do hold your weights maya decides another joint to assign that vertex to.

To get around the problem instead of stripping the value which forces maya to make its own (wrong) decission as to which joint or joints the vertex is influenced by, assign this vertex to the bone that it should rotate around.

The way i approach skinning tends to be this:
smooth bind with max influences at 1 which gives solid understandable results usually.

I then hold all the weights (using a script if there are a ton of joints etc) and change the max influnces of the bind up by however many needed for the rig. I then go in and unlock two joints at a time to work on smoothing out the vertexes inbetween.

For example if i want to smooth out the elbow on a character ill unlock the joints that represent the end of the humurous and beginning of the ulna and radii joints and smooth out the solid bind created by the innitial smooth bind settings into a nice blend.

Last edited by LauriePriest : 07-10-2007 at 06:02 PM.
LauriePriest 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.