Skin modifier issues (max) - mesh not following bones
on 08-04-2009 09:31 AM
Having real problems with skin mod in max. I've done a couple of meshes no problem but my current one is really messing up the arms when i move the biped. The upper arms bend backwards (not the bones just the mesh curving back away from the bone) so it looks like the biceps are bowed backwards. I've checked the vertex weights and even the ones that are 100% weighted to the upperarm seem to deviate away from where the biped is.
I'm guessing its something to do with bone placement when I attached the bones to the skin mod and maybe they weren't perfect. Can i reinitialize skin mod without losing the vertex weights like you can with Physique? I'm really baffled as to how it works. If i toggle the modifier off and on its not the same as reinitializing is it? Maybe subtracting and then adding the bones?
such a headache.......
PLEASE DELETE I SOLVED THIS 5mins later! sods law! redid the mesh as a T-shape with arms out away from body. Seemed to fix it!
Last edited by pixeldamage; 08-04-2009 at 10:05 AM..
Reason: solved issue