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Can't seem to paint weights on area that is being pulled to origin

10 REPLIES 10
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Message 1 of 11
Anonymous
3326 Views, 10 Replies

Can't seem to paint weights on area that is being pulled to origin

I'm having a problem, with some faces that don't seem to want to act correctly. I've tried painting all the other joints black in case they were causing the issue just in case and that didn't fix it, I've tried painting from just about every angle and still can't get it. Is there a way to paint and area by hover selecting it?

 

I cleaned the mesh and triangulated before I started and I even tried pulling the verts to give me more space and I'm still having no luck getting them to go where they belong.

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10 REPLIES 10
Message 2 of 11
Anonymous
in reply to: Anonymous

hi, 

select that vertex  , then go to component editor and edit the weight. Try this. if not share ur scene file.

Message 3 of 11
dinofiguera
in reply to: Anonymous

you can also try to select those vertices and go to skin menu/hammer skin weights.

Cheers

Message 4 of 11
Anonymous
in reply to: Anonymous

 

Comp Editor.PNG

Skins seems to be painted correctly in the Component Editor so I don't get it. If I unbind the skin it goes right back to where it belongs. Can't seem to get the hammer weights to work but I also have no idea how to use that so gonna try to find something on it in case I'm doing it wrong.

Message 5 of 11
dinofiguera
in reply to: Anonymous

Can you share the mesh?

Message 6 of 11
Anonymous
in reply to: dinofiguera

I even tried flooding the entire thing white and then unpaint everything else just now and it still did the same thing.

 

Tried posting on here but it refuses so here's a link

 

https://drive.google.com/uc?export=download&id=1drO9B8lQts4021r2ct7ZtoIAhTCUBbBS

Also more of a general problem, but even after I lock my weights, if I close and reopen Maya it seems to mess them up. Is the only way to avoid that to paint the entire thing in one go?

Message 7 of 11
dinofiguera
in reply to: Anonymous

Hello,

The problem is that you deleted something in the geometry and modify it after the skinning.
This is absolutely to avoid. The skinning needs to be done after the model is finished.
Luckily in Maya you can delete the non-deformer history, so only the operations of modeling you did after 
the Skin Cluster, will be deleted preserving the skinning.
Go to main menu edit/delete all by type/non-deformer history.
This should fix your problem.
Cheers,

D

Message 8 of 11
Anonymous
in reply to: dinofiguera

But I never touched that ankle piece at all while I was painting the weights I believe the only thing I modified was I pulled some verts inward that were sticking through the armor around the knee, which I did today which was after the problem with the ankle armor verts from this post. That did work though so thank you.

 

Question: I don't think it would matter, but I deleted some meshes that I still had in the workspace after I started skinning. Could that be the problem? I wouldn't think it would. I had them hidden and was deleting layers and then the meshes since I have them in previous versions of the file if I needed them.

Message 9 of 11
dinofiguera
in reply to: Anonymous

From the history of your geometry it is clear that you did some delete operation not one, but 6 times.
Maybe you did it by mistake 🙂

check the attached image...

Message 10 of 11
Anonymous
in reply to: dinofiguera

I just remembered, I deleted some faces on the backpack that were inside the mesh when I first started. Ugh so those little things that no one would have ever seen caused me to waste hours. That is really annoying.

Message 11 of 11
dinofiguera
in reply to: Anonymous

😄

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