First Issue:
I have parent constrained all of my controllers to their respective joints and they all work except one. The left knee controller, when parent constrained to the left knee joint, twists the knee backwards.
Second Issue:
When painting skin weights, even though I have been locking the ones I am currently not painting, the paint values change. For example I am trying to flood the whole mesh for a value of 1 on the root joint only to have it revert back to initial values every time. Am I using the wrong work-flow here?
Solved! Go to Solution.
Solved by gautham.chandran47. Go to Solution.
It seems the issue came when you mirrored the skeleton to the other side. You can follow the screencast below to fix the issue.
For the skin weight issue, it seems working fine in my system with your same file. Try deleting the maya folder in your document folder or try installing another copy of Maya.
Hope this helps.
Hello Ranok,
For your first issue, I don't know why it's changing the orientation of your joint. Try to delete your knee bone and duplicate him again, and after that use constrain parent again. I did that and the knee joint is not twisted anymore.
For your second issue, I think I don't understand your problem. Did you want to paint on other joint without having the value to go back on joint you don't want to ?
Personnally I don't lock the joint so I don't know if this is the good thing to do or not. I just paint joint by joint. It's true, sometimes value go back to an other joint you don't want to, but I replace again with the good joint.
But maybe you need to use the "Add" option in the "paint operation" when you use skin wheight. This way, you only add value to the joint and can't replace by less value that you selected. For that, you need to choose another joint and paint the area you want.
I'm not sure if this is the right solution.
I hope you understand what I'm saying because English is not my best skill
Julie
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