Joints not showing in the Paint Skin Weight tool

Joints not showing in the Paint Skin Weight tool

Anonymous
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Message 1 of 10

Joints not showing in the Paint Skin Weight tool

Anonymous
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Hi, this is my first time posting a question here, hope everything goes well 😛

So, I have been rigging my own character for a few week now. I started skin weighting my rig a couple days ago. 

However, an issue came up where I could not find few joints that I bound to the skin in my paint skinweight tool. I tried to remove the influence  of the joints that are missing in my paint skinweight tool and added them back afterwards, but they are still missing in the joint list of my paint skinweight tool.  And I did double check if they joints were bound to mesh.

 

Let me know if you guys have any solution on this please...:(Capture.JPG

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11,537 Views
9 Replies
Replies (9)
Message 2 of 10

Anonymous
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Hey @Anonymous

Seems to me the joint is binded to more than 1 geometry... can you please attach your file to take a further look into it.

First unbind the joint from the skins, delete history and try binding it again. If that doesn't do anything attach the file (:

____________________
Daniel López de Medrano

Remote Character Rigger
*14+ hour Rigging Course*

Message 3 of 10

Anonymous
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Hey Daniel!

Thanks for the reply, at the moment I am trying not to unbind the skin cause I set up my facial rigs with advanced skeleton. But I attached my file here, perhaps you can take a look. Some side notes, I rigged the body myself and use Advanced Skeleton for facial control. Also, the left side works fine, it just the right pointers result joints are missing and cant be added into the paint skin weight tool. 

 

Thank you so much for helping T~T

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Message 4 of 10

Anonymous
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Accepted solution

Hey @Anonymous

Just looking at the rig, haven't gone to your issue as of yet, looks amazing overall honestly.. just a few little tweaks on weights alone.

When the left leg is moved, some weights are moved on the right leg. 
When the eyelids move, the ear moves a tad bit.
I would fix the narrow corners mouth shape a bit.
When the jaw control is rotated, behind his cheek region some weights pull.
I would include the ear controls to be children of the head control.
For the upperFace M and the lower one, I would use a lattice with blend shapes to give a smoother effect.


Which joints can't you see in the paint weights? Because I can't seem to find the right pointer base result joint from your screenshot even in the outliner...

____________________
Daniel López de Medrano

Remote Character Rigger
*14+ hour Rigging Course*

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Message 5 of 10

Anonymous
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Accepted solution

Hey Daniel,

Thanks for the reply and taking a look at my rig :D. Your comments are super helpful! I will definitely fix those things first. 

So for the missing joints, it's the rightPointerBase_result_JNT, rightPointer1_result_JNT,

rightPointer2_result_JNT. For some reason, rightPointer3_result_JNT is the only joint that responds to the add influence tool. If you have trouble find these joints, I made a result jnt layer called skin_bind_JNT_LYR which I used for binding the skin, you might find it easier to locate them from there. 

Again, thanks a lot for helping me out 🙂

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Message 6 of 10

Anonymous
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Accepted solution

Hey @Anonymous

So it seems you somehow skin bind something to those 3 joints because they weren't being recognized as just joints.

What you have to do is only select those 3 joints, delete history, now shift click the geometry and go to Skin>Edit influences>Add influence

That should solve your issue! (:

____________________
Daniel López de Medrano

Remote Character Rigger
*14+ hour Rigging Course*

Message 7 of 10

Anonymous
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Omg! Thanks Daniel, it works!  I was so worried I have to redo the whole skin binding thing 😛

In addition, there is one more issue with the rig. My rig's IK legs are stretchy, so I added in the attribute to turn on and off the stretchy. However, when I turned off the stretchy and translate the right foot control, the geo of the foot flipped. I was thinking that would it be the ik handles that cause the problem? 

 

Let me know if you have any input for this. Thanks for all the helps, you my Saviour T~T

 

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Message 8 of 10

Anonymous
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Accepted solution

Hey @Anonymous

 

I checked without even turning the stretch off and your IK is already giving issues, move the controller forward and the foot goes backwards?

Not sure at all what type of setup you did for the foot to be honest. I usually do 3 chains, IK, FK and another that has the 2 combined.

 

____________________
Daniel López de Medrano

Remote Character Rigger
*14+ hour Rigging Course*

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Message 9 of 10

Anonymous
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hmmm, I see. I also did 3 chains, IK, FK and the result. At this point im not sure how to fix it without redoing it tho. So what happens is that the foot geo flip when I extend the foot ctrl too much. 

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Message 10 of 10

Anonymous
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My root joint wasnt showing no matter how I bind my mesh, this works. Thanks!

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