Bone Weights not blending on application

Bone Weights not blending on application

abdmir43
Contributor Contributor
897 Views
3 Replies
Message 1 of 4

Bone Weights not blending on application

abdmir43
Contributor
Contributor

A few years back when I used max for rigging, I remember that applying a skin modifier with some bones would apply a rudimentary rig with some blending. I'd take this rig and edit it and eventually get something I was happy with. With Max 2017, I haven't been able to do this. All the weights that are applied are all completely 1.0 to a single bone

 

To show this off, I added a skin modifier with bones for both legs.
Foot bone weight: https://puu.sh/wnhiD/7482290367.png

I'd post another screenshot, but this text editor doesn't seem to want me to. Either way, I hope it gets the idea across that there's absolutely no blending (and I even miss when the envelopes would be so large that the other foot would also be influenced, but I digress).

 

I believe the issue to be the Radius property under Envelope Radius. I'm able to change this when I select the envelope, but having to change this for a whole body would be very tedious as I would have to do this for every bone along with moving the envelope in the right location. 

 

Something else that's nagging me is that I've never changed these properties before. I've never had a reason to. Coupled along with the fact that modifiers don't save changes made to them, I don't know how it ended up like this. Maybe it's just because that's how it is with the newer versions of Max? If that's the case, I'll probably try to roll back to an older version of Max to get the desired results.

898 Views
3 Replies
Replies (3)
Message 2 of 4

ads_royje
Alumni
Alumni

Hi @abdmir43,

 

in Skin modifier, the envelope size is relative to the bone size itself. The default starting envelopes will be surrounding and include the bone volume.

 

You can change the bone size (bone parameter > bone object > width and heigth ) before applying the Skin modifier.

This will drive the envelope size on Skin creation.

 

Once in Skin editing, you can also copy one envelope setting (Skin > Envelope Properties > 'Copy' button), and then you can paste that on all bones at once (Skin > Envelope Properties > Paste [3rd paste option for all bones] ).

 

I've added a short screen capture to show that in Max.

Hopefully this can help. 🙂 

Message 3 of 4

abdmir43
Contributor
Contributor

I'll definitely give this a shot later to see if it will solve my issues (which should be quite soon). For now, I rigged the model via skin wrap and got a perfect result (no real surprise there, the topology of the model and the original rigged model were almost exactly the same). 

Message 4 of 4

ads_royje
Alumni
Alumni

Ha yes Skin Wrap! 🙂

 

Thanks!