Adverti horiz upsell

"Rapid Rig: Advanced" - Auto Rig 2.3.8 for Maya (maya script)

This is a tool that will set up a customizable rig for a bipedal character

License
$49.00
(qty: 1)

  • Check 16 Future Updates Included
  • Check 16 Highend3d Quality Checked
  • Check 16 Purchase Guarantee
  • Check 16 Support Included

Compatibility

  • 2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:12/20/2009
Last Modified:12/10/2022
File Size: 132 KB

Keywords

fk, autorig, auto-rig, Rig, maya

Q/A

Skin Weight Hierarchy broken?

Date:05/28/2013
Submitted by: revelationsimagery revelationsimagery
Hey all, I got this a little while ago and it's been a great help. Today I encountered an odd issue while working on a model.I've attached the closest image to the problem; I can't seen to paint off the influence of the eye control. It's causing some serious deformation issues during animation. I'm not sure what caused it, but I know it happened at some point while applying blend shapes and the facial controls to the rig. I started a rig from scratch and I noticed that in weight paint tool had the correct single heirarchy in the influence list. I also tried to use the redone rig and copy the skin weights, but the broekn hierarchy still seems to be affecting it incorrectly. I also tried removing the influences from everything in the eye controls and deleting them all together. No luck in a fix yet. The only thing I haven't done is redo the entire rig and I'm trying to save myself the time if I can avoid it. Any ideas?

Replies to this question:

  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Not sure what to tell you about the weights around the eye, but the hierarchy is broken up like that for a reason. In Maya, joint scaling can cause sheering and incorrect positions of child joints in a single hierarchy. Because of the cartoony nature of the rig, it was necessary to have these joints broken up, rather than in a single hierarchy. If you really want the single hierarchy, you can generate one, when prompted, when you initially build your rig. The downside to the single hierarchy is it uses joint translation instead of joint scaling for squash and stretch which does not give as desirable result. I have attached an image that should help explain what I mean about joint translate vs joint scale. Dustin
  • revelationsimagery

    revelationsimagery said over 11 years ago:

    Thanks for the quick reply Dustin. I actually generated a single hierarchy when I built the rig. I have no intention of using stretching, and these deformations were caused by translations and rotations. I've attached a screen shot of what happens when I move the eyes. The eyes are their own geometry and are following the controller correctly. The body itself should have no influence to the controller whatsoever, but it still affects it. There has to be something on the back end that is affecting the geometry (which I attempted to remove influence through the hypergraph). Any ideas?
  • Dustin Nelson

    Dustin Nelson said over 11 years ago:

    It certainly looks like the eye joints are affecting the head's mesh. The easiest way to get rid of the influence is to find the eye joints in the paint skin weights tool for the head. In the paint skin weights options, set Opacity to 1, Value to 0, then press the Flood button, and see if that fixes it. Dustin
  • revelationsimagery

    revelationsimagery said over 11 years ago:

    Dustin that was one of the first things I tried to do. Does the single hierarchy have a different set of eyes then a standard hierarchy? It's almost like the hypergraph is interpreting the rig as a single hierarchy (in picture), but the skin weights are interpreting it as a standard. I included a picture that shows what the file is currently showing the structure as on the left side. The right side shows what the paint influence tool usually interprets the single hierarchy as. Even the naming conventions are different (even the hypergraph names don't have SH in them).
  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Right, so when you create a rig, the rig will always generate the standard joints. You then have the option to create the single hierarchy joint chain. When you go to skin your character, you want to use the "Select Skinning Joints" button in the Rapid Rig Advanced UI. If only the standard joints exist, it will automatically select those joints. If the Single Hierarchy joints are there as well, you will be prompted to choose which joints you wish to select. In your case, you want to choose Single Hierarchy. Your current character appears to be skinned to the standard joints, not the single hierarchy joints.

Post a reply: