Model Deformed Although the Skin Weight is Done

Anonymous

Model Deformed Although the Skin Weight is Done

Anonymous
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My rigged model deformed when I move its joint. I checked my skin weight but it seems no problem. Someone please help I really had no idea about it for days.

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hamsterHamster
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Normally, skinned models are supposed to deform on moving skin's joints. Where's the issue? post some screenshots or zipped MA file.


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Anonymous
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Sorry for the confusion. What I meant was it deformed illogically at the part that should not deform.

This is one of the examples, I rotate the model's hand, but his head deformed together.

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Anonymous
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Here is the MA file, but it's laggy, I'm not sure why, sometimes it just runs smooth.

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hamsterHamster
Advisor
Advisor

The Rar you have posted appears to be corrupted. Please, reattach and use Zip instead.


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Anonymous
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Could you please try this?

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hamsterHamster
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Advisor

Regarding the deformations - have you checked the ends of the joint chains? The fingertip joints are affecting the head; something fishy is with toetip influence to the feet, and the head skinnining also might cause some issues, as you don't have its neck skinned.

Overall, your rig must be a slow drag, you have skinned geo with all the construction history on. You don't want to drag this load around and pass it to the animator, unless you ask for curses. 🙂 Edit>DeleteByType>Non-DeformerHistory. My Maya hung/crashed some eight times however (still calculating), if yours hang for too long (15min+), then first of all, correct the skin weights, you might even use RemoveUnusedInfluences option. Then, either export SkinWeight maps (I hope you have unwrapped nonoverlapping UVs) OR go to BindPose and duplicate skin, it will have no construction history, then bind it to the same skeleton, and copy skin weights from the complex model to the plain (you might need to experiment with copy settings).


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Anonymous
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But the current model consists of the blendshape and its controller, am I need to redo it on the plain model or it has a solution to keep those things?😨

 

Actually, the current model's skin weight was copied from the previous model that already done painted and tested, but it seems doesn't work🤕 My action was to select the old model>shift + the new model > copy skin weight option> tick the Normalize option>copy. Both models have the same skin, the only difference between them is I've separated the old model, added Aim Constraint to the eyeballs, and combine them again as the new model.  Can I reuse the old model's skin weights instead of paint on the new model again?🤕

 

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hamsterHamster
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Advisor

Afraid not, my friend - blendshapes are deformers, so when you delete Non-Deformer History, logically - blendshapes remain.

Why do you need eyeballs to be combined back? Leave them as separate objects, which much easier to rig. You can apply Combine once everything else works fine, yet you admit that it doesn't. Combine will be deleted by NonDefHistory deletion, however, therefore has to been applied as a last step.

Yes, you can reuse old skin weights if those work fine. And once you have ensured those work, you'd PruneSmallWeights + RemoveUnusedInfluences.


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Anonymous
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Updating:

Unfortunately, delete non-deformer history was not gonna work ( it takes too long to respond and although it finally responding, Maya remains laggy), and  for the second method (duplicate the skin), it works for letting Maya run smooth, but blendshape is not worked on the new model.

 

I thought combined mesh will keep things simple haha...my bad.

I'm now getting back to the stage in which I haven't combined the meshes, then I bind skin without combined everything (I experiment several times, maybe the issue that makes my Maya lag is because of combining meshes when I bind skin) and copy skin weight on it. But I encounter a new problem, my model cannot move, I'm rotating it and it just bounces back to the original place after I release my mouse button. 

Could you please help me to have a look on it?

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hamsterHamster
Advisor
Advisor

Can't tell much about HIK. However, you can click the empty black area in HIK panel, which will select all the controls, then set Reach IK T/R to 1.0; some controls will also require partial or full Pinning (now, except the ankle ctrls, where you can see those two Ts: unpinned):

hamsterHamster_0-1617965996022.png

Now it is manageable, however, I still can't tell why it all should be enabled, because, I believe, you should be able to work in FK too; yet it snaps back, idk.

Now, you still have skinning wrong, e.g. - the left part of face is  affected by the right shoulder, the upper jaw by spine; when the leg is raised, the jacket's lower part self-penetrates, and so on.. The eye controls most likely also need to be constrained to some head joint.

To solve self-penetration, you have to have identical topology on both flap sides.. I just tried to add edge loop on the inside and deleted Non-deformer history, and it had no effect on overall rig, the blendshapes still work. Now, either paint in Replace mode some exact values (you can use PSWTool color-picker) on its both sides OR open ComponentEditor and select vertices in pairs and enter values until those are identical; locking some of influences might make it easier. Also, you have MaintainMaxInfluences in Skincluster enabled.. I would consider disabling it, because it can screw up all the scrupulous things done on one influence in favor of the next influence I am about to edit; happened so many times, a f*kup-setting, unless you have some game engine limits/budget. Also, pruneSmallWeights often, and remove/lock the unnecessary influences (fingertips, toes) in skinCluster - the less is more.


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