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Skinweights/ Rig deforming mesh

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Message 1 of 4
areeka.azam07
766 Views, 3 Replies

Skinweights/ Rig deforming mesh

Hello, I rigged a model via advanced skeleton, reached the skinning stage...so far everything was fine until I reached the legs. Whenever I move the leg up or to the side, the mesh deforms. At first, I thought it'll be okay once I skin that part but skinning is only helping me get the form if I solid paint it from knee to toe (which leads to the ankle and toe having no influence). If I try to skin the ankle it deforms again. When I try to remove the influence from the other leg - well it does not help. I end up getting stuck in a loop of replacing and adding.  I have attached the pictures which will help understand my problem. 

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Message 2 of 4
mcw0
in reply to: areeka.azam07

You have joints of the left leg affecting the right leg and vice versa.  This is typical.  All you have to do is zero out the weights.  In the Paint weights UI, you can select a joint and right click on it to select the vertices that is affected by that joint.  Isolate the vertices on the other leg and flood the value with "0".  Do that for all the leg joints for both sides.

Message 3 of 4
areeka.azam07
in reply to: mcw0

I have tried it already but as I said, I get stuck in a loop. when I go from one joint to another the paint on the previous joint just comes back or more precisely one leg to another. when I am done with one leg and go to the other leg the paint on the first leg comes back.
Message 4 of 4
mcw0
in reply to: areeka.azam07

Sorry, forgot to mention that after zeroing the weights for the selected influence, make sure you lock that influence as you don't want to get stuck in the loop that you are describing.

 

You might also want to disable "maximumInfluence"

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