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How to accurately skin/bone weight mesh models in Maya 2011
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Question
Mae Liamano
In the following paragraph, I will be using the words "weighting"/"weights" as apposed to "skinning" or "skin"
I've been messing around with a hairstyle I've been wanting to upload as a rigged mesh, after watching a video by Sae Luan. On my first upload I noticed that my rig was successful in the fact that it was actually rigged to something, but disappointed to find out that I had done a horrible job properly weighting. See here.
Strands had been rigged to the eyeballs and there were jagged pieces everywhere, so the first thing I did was cancelled out the "weights" that were caused by the eyes by holding CTRL and erasing the weight. I did this with every bone and went back and repainted weights by hand.
I currently have about 90% of the hair style corrected, but have spent more time than ever wanted sitting and repainting ever single strand. I'm still left with pieces that move, and I have no idea what is actually moving them.
90% corrected screen shot
Another thing I might note, is that my meshes do not look at all lovely when built to the ground. This may have something to do with my problem
Rigged mesh on ground
-Left: Untextured
-Middle: Untextured with Shine
-Right: Singular hair texture applied
Is there a better way to do what I'm doing? :matte-motes-stress:
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