3DS Max - skin weights changing seemingly at random

3DS Max - skin weights changing seemingly at random

corbin_lm_animator
Observer Observer
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Message 1 of 6

3DS Max - skin weights changing seemingly at random

corbin_lm_animator
Observer
Observer

I don't know how this is messing up. I've tried to work around with almost all the options in my advanced settings and nothing seems to help. 

I'm a student and I'm trying my hardest to learn how to do skinning over the holidays just so I can animate a simple character. 

I'll show an example of what I'm going through. In the first picture I'm showing the bone that I want the weights on, the weights are set the way I need them to be. 
Screenshot 2025-12-28 135711.png

 

In this second picture I've selected the second bone and I made an extreme change, added a bunch of weight where I don't need it just to show what happens. 
Screenshot 2025-12-28 135814.png

 

And in the final picture I haven't touched the first bone or changed the weights at all, I just selected it to see how it was affected and the weights are completely messed up. They've become extremely minimal.
Screenshot 2025-12-28 135843.png

I'm assuming it's an option that equalizes the weights or changes them based on something else, I don't know. I've tried to look for the option and mess around in the parameters but I can't seem to figure it out. 

I don't want the weights on different bones to affect it at all. It's been a real pain for fingers as well and I haven't been able to fix any finger without it breaking or changing the weights on the other fingers of this model. 

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Message 2 of 6

A娘
Advocate
Advocate

the default skin always has a 1.0 total weight for all bones , any time you change a bone , all others will be changed by their rate

if you want to keep a bone when change another , you must use a plugin which supported ,such as bones pro by 3d-io , but when you collapse to skin , it will clamp to 1.0

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Message 3 of 6

corbin_lm_animator
Observer
Observer

So the only answer is to spend 400 pounds for a program that I can plug into 3ds max? 

There isn't a way to change the weight for the bones in the settings or advanced parameters. 

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Message 4 of 6

A娘
Advocate
Advocate

all bones must effect a vertex at 100% rate , this is no negotiable .

if you must break the rule , you can uncheck normalize at weight properties group , then you can set every bone from 0.0 to 1.0 , and when you set one bone , others won't be changed , but you must bear the consequences as the result may not perform as expected (this is not same as 3rd plugin as bones pro , it will change the model from original state)

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Message 5 of 6

837102652
Explorer
Explorer

您再设置好区域权重后,进行平滑过渡权重之前,可以点击一次Remove Zero Weights   注意点击之前可以设置值为0.01 再进行点击,这样可以移除顶点上没有权重的骨骼封套,然后选择所有顶点 ,再weight table 按钮的上面有一排小按钮,上面有一个按钮名为Bake Selected Verts  ,选择所有顶点 点击这个按钮后可以是封套的的影响失效,现在,你就可以偏正常的使用笔刷工具和权重选点工具来进行蒙皮调整了。如果您会maxscript 的话 ,再max2019后有一个新的功能,您可以分区域把权重设置为1 然后根据这个前面的操作一遍 运行这个maxscript  选择你要调整权重的顶点 点击hammer 按钮  会得到你想要的结果

 
rollout HammerSkin "HammerSkin" width:90 height:50 
(
 
button 'b_Hammer' "Hammer" width:72 height:32 toolTip:"多点几下" align:#left  
 
on b_Hammer pressed do
(
 
 
skin_ = selection[1].modifiers[skin]
 
skinOps.bakeSelectedVerts skin_
(
if selection.count == 1 do
(
skinvertarr=#()
undo on
(
skinvertarr=skinOps.getSelectedVertices skin_
skinOps.Hammer skin_ skinvertarr
)
)
)
 
 
)
)
 
createdialog HammerSkin
 
最后注意多点几下,hammer函数再权重为1的顶点上 点击一下计算的并不对。
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Message 6 of 6

837102652
Explorer
Explorer

最后祝您愉快的完成您想要的东西

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