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Bone weights nightmare
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  • Total Posts: 20
  • Joined: 02 November 2011 04:31 PM

Hello,

I have a problem with posing a human character. I made the bones in maya, at level 0 of the geometry. Exported, and in mudbox I painted all the bones influences at level 0. Perfect, I could do any pose, move fingers, move legs, etc, save poses and so on. The problem is, when I subdivided the model for further detailing, my bone weights are all incorrect, and the polygons won’t deform correctly. I tried to make the bone weights again at level 4 and it’s extremely slow and improper for any kind of production. What’s the use of posing in mudbox, if when you raise the level of subdivision you lose all the weights at level 0? and impossible to paint and smooth at a higher level?



Replies: 1
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I’ve had this same exact problem with 2012SP3… and when I tried rebuilding the weights at higher subdivisions and stepping down to pose things get wacky.

I also wish there was a way to blend weight values… manually painting really leaves alot to be desired for and blending becomes nearly impossible.

Author: tswalk

Replied: 08 February 2012 08:06 AM