Re-rigged model after remodeling an area, new rig giving undesired results

Re-rigged model after remodeling an area, new rig giving undesired results

Anonymous
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Message 1 of 4

Re-rigged model after remodeling an area, new rig giving undesired results

Anonymous
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Hello! I'm using the student version of Maya, and I redesigned part of a 3D model. This involved unbinding the skin from the skeleton, scaling down both the skeleton and the mesh, remodeling part of the mesh, and deleting unnecessary geometry. Afterward, I fixed the UVs and attempted to rig the model back to the skeleton. The skin rotates like it used to, but no longer translates and scales like the original. I'll show screenshots to better demonstrate the problem:

RigOriginal.pngRigNewIssue.png

This model was created in many separate parts, so I combined parts that would be rigged to the same bone and binded it to the bone. Given its a machine, there isn't much of a need to paint the weights, beside the person sitting inside, which I've rigged successfully. However, I feel like this method might have caused part of the issue.

Is there a way I can re-rig this model to retain the original skin's qualities?

Thanks in advance.

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Message 2 of 4

Anonymous
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Hey @Anonymous

Could you please attach the file, at least of that area thats giving you issues?

The result that you are getting now is the typical one, the original one are you sure you didn't make a connection other than a parent to child relationship on the joints?

Because when you scale a parent joint it should not add scale values to the children, which is what the original seems to be doing based on the picture.

 

____________________
Daniel López de Medrano

Remote Character Rigger
*14+ hour Rigging Course*

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Message 3 of 4

Anonymous
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Hello, thanks for your response! 

It did occur to me that the new rig I made is acting normally and the original rig is acting differently, however in this case I'd like to mimic the original rig.

 

I noticed that in the original file, every bone is an influence for any part of the model, whereas in mine, only the bone the skin is attached to is an influence. Here's some screenshots:

OriginalOriginal
NewNew

Do you think this could be part of the issue?

I didn't make the original asset, so I don't know how the creator(s) did rig the model.

Anyway, I've attached the files so you can check it out.

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Message 4 of 4

Anonymous
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That's odd. So the original file I imported was in a dae format. After exporting my file as a dae and importing it into the other software I'm using it in, the problem seems to have disappeared. However, using the scale tool on one axis will cause other axes to be affected for most bones, but typing in a number will give the desired result. I think it's because I oriented the joints of the skeleton before binding the skin.

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