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Mesh not deforming with BIPED in 3ds max 5

by Matthew Cooke · in Artist Corner · 02/09/2004 (7:49 am) · 5 replies

Hi there,

ive set up my character mesh with a BIPED and then tried to apply the skin modifier to it. i have added all the parts of my BIPED to the modifier and the BIPED was scaled to fit exactly into my mesh. but when i move the biped the mesh doesn't deform with it or only deforms very slightly.

ive looked at the weighting table and for every vertex the weighting is set to 1 for the Bip01 (pelvis). i'm guessing this isn't right but cant seem to find any good resources telling me how to set them up.

any help or references on the matter would be really really appreciated. Thanks,

Matt

#1
02/09/2004 (7:57 am)
Matt, sounds to me like you haven't done your vertex weighting properly. I will only briefly cover this since it is covered in more detail in the 3DS Max documentation. Essentially you need to select a particilar 'bone' from within the skin modifier and setup the weighting correctly by adjusting the envelopes and/or painting vertex weights to tell the modifier what verticies on the model that the bone influences.

Logan
#2
02/09/2004 (9:06 am)
...also check your setup on the limit of how many bones can influence a vertex, under Advanced, I've found no more than 3 works and more than that, causes problems; at least on my first 35 attempts at a player character shape...
#3
02/10/2004 (4:26 am)
Cool, thanks guys, will give it a shot this afternoon
#4
02/11/2004 (2:03 am)
Ok, well i've given it a shot and looked at the 3ds max documentation (which didn't really help all that much). i have a better idea tho, but was wondering if anyone out there might be able to post a sample of their weighting table just so i get the idea of what it is supposed to look like.

Matt
#5
02/11/2004 (8:30 am)
A weight table wouldn't help you at all because its just raw data and it is highly unlikely that the weight table from something like the RW Orc would apply to your model. The best thing that you can do is visually look at the weighting assigned to a bone (it will be colored, red as absolute and blue as no control or influence) and testing (move some joints and the position of the biped around and see how the model moves with it).