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hi guys.. I am a noob when it comes to rigging. Just getting into the basics of rigging now.
Currently i am facing a problem with mirroring the skin weights after painting them one one side of the model.
I have checked if the model is aligned properly to the grid.. and its aligned perfectly with the axes. I am attaching the images here.
This is the side i painted the weights to.
http://www.mediafire.com/imageview.php?quickkey=yzy4n2nmmz5
This is what happens after the mirroring the weights.
http://www.mediafire.com/imageview.php?quickkey=0f2nh5jtxmh
Any idea why this happens ?
Can we get a screen shot of your Mirror Skin Weights settings?
Hi,
Try changing your Influence association to "One to One".
thanx for the reply arun !
But i tried all the options available in there.
And this issue comes up while trying to rig other models as well. :(
How big is the model in terms of centimeters? Is it possible that the scale of you character is so small that it is not enough distance to distinguish what the mirrored side is? Also is the character facing the Z axis?
evad - nah.. the scale of the model is large enough for the distinguishing of the axis. And yep.. the model's facing the Z axis. Its funny coz the weights on the clavicle, shoulder, elbow, thigh nd knees have mirrored the way they should.
are you sure , your mesh is 100% symmetrical ?
you can use a script , such as "abSymMesh.mel" ( initially thought to mirror blendshapes ) ... to find out , if all vertecies are exactly mirrored on both sides .
one thing i found out about 5 yrs ago , was ( when i had problems mirroring skinweights ) , was that i created my joints , independently on both sides of the body ( first arm , and then second arm ) ... then i switched over to creating , the first arm and mirror-joint the second arm , and then i did not have these problems anymore ... but i am not sure , if i was , at that point , just a bit unprecicese , or if it was really because , you need to "mirror" the joints, in order to have full control of the skin_mirror_function in maya .
one last thing you could try is this script ( maybe it works , for you , as i did not use it by myself yet )
http://www.creativecrash.com/maya/downloads/scripts-plugins/c/max-skinning-weight-tool-for-maya--2
Yes the mesh is perfectly symmetrical. I used the mirror skeleton tool in maya for the right side.
I havent created them individually.
I am glad someone has been on the same boat that i am in now, once upon a time. :)
Thanx a lot for the link. Will check it out and revert back.
select the vertices and try mirror skin weights
...and don't select the verts which are at x=0
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