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object refuses to move with rig

9 REPLIES 9
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Message 1 of 10
sarah_hemmer2FXNY
660 Views, 9 Replies

object refuses to move with rig

Screenshot (2).pngScreenshot (1).png

  

I created an object in 3Ds Max and now I want to skin it. I created animation layers for the rig to check the reaction of the bones. After editing envelopes in the skin modifier for a little bit longer, the skin doesn't want to react with the rig anymore. The bones of the rig are still showing in the object settings.

Closing and reopening doesn't solve it.

 

Is there a solution for this without deleting everything?

 

thanks for helping!

 

check out screenshot of rig with animation layer and object with skin modifier

9 REPLIES 9
Message 2 of 10

If it was working , but stopped after adjusting envelopes then maybe you messed up weights. Remove Skin and reapply it.

Message 3 of 10

hi there, thanks for responding. By removing skin modifier all my settings i did on envelopes would be gone then, right?  @dmitriy.shpilevoy 

 

Message 4 of 10

Yes. That's the point - to start from clean working state.

You can save your current envelope info into external .env file through Skin's Advanced Parameters rollout and try to load it into new Skin modifier, but that might reintroduce same errors you have currently to new modifier as well.
Message 5 of 10

From your screenshot it looks like the green play button is currently enabled.  What happens if you turn it off?

Alfred (AJ) DeFlaminis

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Message 6 of 10

 I  always save my file as a new version after one work session. After checking those, i think I found the main problem. So apparently all my vertices of my skin are getting crazy when turning on turbo smooth modifier. As you can see in the screenshot, vertices are rotating because of turbo smooth. Do you know why? @dmitriy.shpilevoy 

Screenshot (3).png

Screenshot (4).png

  

Message 7 of 10

After checking out several versions of my file, the skin does move with the rig again. But I think turbo smooth was causing all of it, as you can see in the reply I did before. Turning the animation off, the rig returned into t-pose again - so nothing extraordinary happened.

Message 8 of 10

Ah, in that case make sure your turbosmooth is above the skin modifier and not below it.  Anything that changes the number of verts on your model can cause problems with skin so the typical workflow is to use those after the skin instead of before it.  Glad it's working for you now.

 

Best Regards,

Alfred (AJ) DeFlaminis

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Message 9 of 10

Looking at that first image though, turbosmooth wouldn't do that!  So, I'm still glad it's working for you but maybe something else happened.  Just a heads up. 

 

Best Regards,

Alfred (AJ) DeFlaminis

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Message 10 of 10

Try meshsmooth or opensubdiv instead of turbosmooth first and if it gives same or similar weird results then I would try to shove resetXform and collapse the stack under the skin modifier.

Though I believe it would be safer to reassemble the whole thing. Mesh and skin I mean, not the rig. With resetXform, resetting normals, turn to poly to make sure mesh doesn't have any "surprises". Then get skinning from loading .env file or skinwrap it if possible.

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