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Jake_H
22-12-2011, 05:37 PM
Hi
I was wondering if anyone else out there had experienced the issue with skinning in Maya, where the weights add up to 2, rather than normalising to 1.

I am doing a smooth bind on selected joints, using closest in hierachy, classic linear and I am normalising weights post (as I have had issues before with interactive). When I paint weights it doesnt redistribute the allocation properly but keeps the original allocated bind.

Never had as much trouble skinning in previous versions of Maya (Actually I take that back 2011 had issues too).

Suggestions on work around?
Jake

PS still using David Waldens skining tools as well as the current 2012 maya UI paint skin.

Storm
23-12-2011, 07:40 AM
I think you should just use interactive instead, but if you have had problems with that as well, I really don't know :S

Mrguy
23-12-2011, 08:21 AM
Basically what Storm said...

With the paint weights brush on, on the left there is a normalize weights. Sometimes I have to change it to off. A promt comes up to normalize. Then I switch to Interactive. Promted once more and then it works. I think by default it's on Post. Post doesn't work imo. Why someone would want a 2.0 weight is beyond my comprehension.

Hope that helps.

Jake_H
23-12-2011, 12:56 PM
Cheers MrGuy & Storm
Yes I have now switched to interactive ( I found the mesh doesnt blow up if you switch weight normalisation via the attributes, rather than the channel box/history toggle).

Will see how todays tweaks go, then hopefuly animation time.
Thanks again
Jake