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Spikes where the skinned vertices aren't at 0.
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  • Rocout
  • Posted: 15 December 2011 08:45 AM
  • Total Posts: 5
  • Joined: 10 November 2011 08:21 AM

Hello, im totally new with the skinning and animation pipeline.

Problem is after I skinned the training-character mesh and applied animation on it. The character gets into the animation pose. But those vertices that is actually weighted is causing spikes to hang to where the “t-stance pose” was. I thought it was the opposite, none weighted would. Have no idea what to search for on forums to get this fixed.

As always would I be very glad hearing any answers!



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  • Location: West Midlands, England, UK
  • Total Posts: 14438
  • Joined: 06 August 2007 11:06 PM
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I would suggest you post the scene (zipped) so folks can actually look directly at the problem. Much easier than trying to describe it.



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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  • Rocout
  • Posted: 15 December 2011 09:42 AM

Ok ok, I took three pictures to begin with:

Pic1
pic 2
Pic 3

Maybe you can see something from these.
Thanks.



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  • Rocout
  • Posted: 16 December 2011 12:12 PM

A, I got it fixed.
I just didn’t get that every vertex (in that mode) has to be 100% weighted. Meaning sharing some rest weight with other bones.



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