Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 22-12-2006 , 09:43 AM
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Binding problem

When I bind my model to its rig the end joints (tips of fingers, end of foot, and top of head) don't bind. I have worked around this by creating 2 joints right next to each other in those areas, but would rather do it right.

# 2 22-12-2006 , 11:44 AM
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not quite sure what you mean... I don't know much about rigging, but I don't think your end joints should effect your model. So if you rotate joint at the end of the finger, nothing should actually happen.

can you post a picture of the actual problem?

# 3 22-12-2006 , 12:32 PM
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Hi Arran
Heres a pic of what I'm talking about. I don't know how to render a pic that shows the rig through Maya. So I took a pic of the hand and drew in the joints in photoshop. The red joints will not bind while the blue joints bind perfectly. Its all the end joints that won't bind. Thanks for the help.

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# 4 22-12-2006 , 12:36 PM
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Yeah as arran said, the ends are not rotatable, only a connection between two joints rotates, your rig isnt particularly orthodox and thats causing you problems, i would look for a tutorial on how to rig a body correctly so you are able to get the deformations accurate. I can see that you need at least another joint in each of the fingers.


If you believe in telekinesis, raise my right hand.
# 5 22-12-2006 , 12:39 PM
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This would helpyou

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If you believe in telekinesis, raise my right hand.
# 6 22-12-2006 , 12:49 PM
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I've had probs with alot of his movements in a FBIK. I want this model to hold a cigar and can not get the fingers just right. but as far as the joints if I select and move one of the end ones, it will pull out of the model. It does't deform the model.

# 7 22-12-2006 , 12:50 PM
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Oh Yeah!!
Thanks J5ive

# 8 22-12-2006 , 12:53 PM
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With this current rig you will not be able to create any accurate hand movements, i would 'un bind' it and look up how rig a full body in order to achieve full articulation. Also have you painted the weights?


If you believe in telekinesis, raise my right hand.
# 9 22-12-2006 , 12:54 PM
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No probs, glad to have helped


If you believe in telekinesis, raise my right hand.
# 10 22-12-2006 , 01:05 PM
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This is my first model. I don't even know what weights are. So it looks like I have a few more tutorials in my future. I'll start googlen now. This program seems endless. I love it!

# 11 22-12-2006 , 01:09 PM
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cracking first model then from what i can see of it!! Painting weights, is where you aeffectively do paint on your 3d model which controls how much each vertex is influenced by each joint. check the help menu it will explain it better than i can.


If you believe in telekinesis, raise my right hand.
# 12 22-12-2006 , 01:19 PM
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Thats Great info. Thats going to help me out so much! I have been working on rigging the face movements. Boy does it pay off to ask questions. What a great forum!

# 13 22-12-2006 , 01:27 PM
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I'd show the whole model J5ive but I don't want to spill the beans. This character kind of gives it away. I'll be sure to post it when I'm done. But that could be in 10 years considering my learning curve. Thanks for the compliment though.

# 14 22-12-2006 , 02:03 PM
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OK I can't stand it. Here he is without cloths. Its the cloths that give it away. And I can't take all the credit cause I started with an existing model.

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