Forum: Autodesk Maya
Posted By: Faces
Post Time: 11 November 2017 at 11:47 AM
Text:
Hello! So I've been having a lot of troubleshooting the last days with my first character rigging:
Working process:
I have successfully modeled a humanoid character in Maya 2016 and I was working over a week to get the skeleton done. In the end I took the decision to use the HumanIK tool integrated in Maya and so I set up the joints in their according place of the mesh and did the weight painting as well so far and rotating around the character's limbs is working great as well.
The problem:
Saving the file and re-opening it seems to mess up the skeleton and the mesh's binding completely. The skeleton still has the colored joints, which indicates it's bound to the mesh, I suppose. However, when translating/rotating the joints it only affects the skeleton and the mesh remains unchanged. I also can't bind the skeleton to the mesh again without unbinding it beforehand, which kinda indicates that it is in fact still bound to the mesh, right? Anyways, this would make all the weight painting for nothing.
So I thought I'm clever and just export the weight maps to reattach them later on so I can circumvent the problem. However, after importing the weight maps the whole binding is completely buggy and not at all as it was before.
This is the 4th time I've been weight painting the character and the problem has been reiterating itself all the time. Right now I'm just too afraid to close Maya again ...
By the way, I found a closed thread (http://forums.cgsociety.org/archive...?t-1121401.html) where seemingly the same problem has been addressed and solved with deleting the mesh's history. However, in my case deleting the history causes the same "detach from mesh"-problem for me somehow ...
I sincerely beg for any help there is!
Posted By: Faces
Post Time: 11 November 2017 at 11:47 AM
Text:
Hello! So I've been having a lot of troubleshooting the last days with my first character rigging:
Working process:
I have successfully modeled a humanoid character in Maya 2016 and I was working over a week to get the skeleton done. In the end I took the decision to use the HumanIK tool integrated in Maya and so I set up the joints in their according place of the mesh and did the weight painting as well so far and rotating around the character's limbs is working great as well.
The problem:
Saving the file and re-opening it seems to mess up the skeleton and the mesh's binding completely. The skeleton still has the colored joints, which indicates it's bound to the mesh, I suppose. However, when translating/rotating the joints it only affects the skeleton and the mesh remains unchanged. I also can't bind the skeleton to the mesh again without unbinding it beforehand, which kinda indicates that it is in fact still bound to the mesh, right? Anyways, this would make all the weight painting for nothing.
So I thought I'm clever and just export the weight maps to reattach them later on so I can circumvent the problem. However, after importing the weight maps the whole binding is completely buggy and not at all as it was before.
This is the 4th time I've been weight painting the character and the problem has been reiterating itself all the time. Right now I'm just too afraid to close Maya again ...
By the way, I found a closed thread (http://forums.cgsociety.org/archive...?t-1121401.html) where seemingly the same problem has been addressed and solved with deleting the mesh's history. However, in my case deleting the history causes the same "detach from mesh"-problem for me somehow ...
I sincerely beg for any help there is!