Maya Training

Creating characters In Maya and Zbrush

Maya Training

Creating character renders in Maya 2017 and Arnold

Maya Training

Spach-Alspaugh House the complete courseware
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 06-03-2007, 03:49 AM   #1
Join Date: Feb 2006
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
Question Low Poly Rig video tutorial

Hi Kurt,

I watched your video tutorial for the low poly rig and I got alot out of it. I have rigged my own character, but the difference is that the jacket and gloves on my character are in one piece rather than seperate arms and torso. Most of the deformations work fine, although I am getting some odd spikes and deformations in unrelated areas. Often when I paint waits on one joint, and return to it later the have changes reverted to their original states. I notice that each verticy must have an overall weight of one between two joints.

Do I have incorrect settings, either on the bind or when painting weights?
Do I need to break up the upperbody into arms and torso?

Thanks for looking at this
Any advice would be much appreciated

Knd regards
Alex Brown
redsnapperbrown is offline   Reply With Quote
Old 06-03-2007, 03:58 AM   #2
Senior Software Developer
publicFunction's Avatar
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
Thanks: 1
Thanked 23 Times in 23 Posts

It sounds to me like your painted weights are not set correctly.
Chris (formerly R@nSiD)
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
publicFunction is offline   Reply With Quote
Old 27-03-2007, 04:15 PM   #3
Join Date: Dec 2006
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts

Hey Red,

I'm new as well, and have recently followed Kurt's awesome videos.

The spikes might be coming from verts being weighted by hip/leg joints. Check in the component window to see what is affecting the offending vert.

As to the painting weights issue. I learned that when painting weights that when you use replace option the joints will automatically move to another joint. I believe each vert requires some amount of control (and most total 100% by all affecting joints), so by replacing control from one joint, you'll be automatically giving it to another joint. What I do is instead of using replace, I use Add.

Hope that helps. I'm learning all this myself.
monsterzero is offline   Reply With Quote
Old 28-03-2007, 07:10 AM   #4
Join Date: Feb 2006
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
Wink low poly rig

Thanks very much for your replies to my dilema. It seems to be making more sense now.

redsnapperbrown is offline   Reply With Quote

Similar Threads
Thread Thread Starter Forum Replies Last Post
Inline video David Members Lounge 5 09-12-2010 11:40 PM

Thread Tools

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 © 1999-2017 SimplyMaya - vBulletin® Copyright © 2000-2017, Jelsoft Enterprises Ltd.