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Tips for working with head meshes (repost)


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Hellfire_RWS

Hellfire_RWS
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Tip 1. I would say the fastest way to rig a head mesh is to open a file with a head mesh you have already finished weighing, that has relatively the same shape and number of vertices. Build or import the head mesh you want to weigh in that file. On the weighted mesh, right click on the skin modifier, in the modifier stack window, then click copy. Click on the new mesh you want to weigh then right click in the modifier window (by editable mesh/poly) and click paste. That should copy all your bones in and get the weights somewhat close. You may need to uncheck and re-check "always deform" in the advanced parameters, if the mesh suddenly moves when you paste. You can do "tip 2" to get the mesh even closer.

Tip 2. Use 3dsmax's "SkinUtilities" to copy and paste the weights to the new mesh. (untilities tab then SkinUtilites) Click on the weighted mesh, click "extract skin data to mesh", select the new mesh and the skin data mesh, then click "import skin data to mesh". Click "match by name" then click "ok". This never works 100% perfectly and will require you to manually fix some of the verts, especially around the mouth, but it does save time. This trick works great if you are doing head mesh variants in the same file.

Tip 3. This is what I have to do if I have to start from scratch. Select the skin deformer, scroll down the advanced parameters then reduce the bone effect limit to 3. Then select all the vertices and weigh them 100% to the head bone. Then start weighing the vertices as you normally would from there. At least every bone will start with at least one correct weight, reducing the randomness creates all sorts of mischief when you try to export. Also, you will never accidently have more than 3 weights.

Here are the things to check when rigging faces. You have probably done most of these already but I will put them all in just in case.
1) Expotron settings: For the facial mesh, be sure you have "Skin" set for the type AND "Head" set for the NWN2 flag
2) Expotron settings: Be sure the correct filename and extension is entered into the "skeleton name" field.
3) Make sure the skeleton inside the 3dsmax file and the skeleton in the .gr2 file are exactly the same. (any time you move or rename a bone you have to re-export the skeleton file)
4) Make sure the .gr2 (skeleton) file is located in the same folder as the .mdb (head mesh) file you are exporting into.
5) All skeleton bones need unique names, no duplicates.
6) Vertices cannot be weighted to more than 3 bones
7) All vertices must be weighted to at least 1 non f_bone (such as the head bone) and the weight to that bone must be .026 or greater.
8 ) If you have a vert that you know is correct but is reporting an error, try using SkinUtilites to copy and paste the weights back onto the same mesh. This will get rid of any hidden history on the vert's weight.