MilaChristensen Posted August 7, 2019 Share Posted August 7, 2019 (edited) Hello to everyone I have two problems and I hope to find a solution for them I am new to rigging and I face two problems in fitted mesh as follows: the first problem shown in this picture , the hair is of my design in the picture 2 shown in my ad the hair is normal a bit long but in the picture 1 appears very short in length of course the shapes are different and i'm not expecting a big similarity but there is a large difference between them. I'm using mayastar for rigging and my setting are : bind method:closet distance skinning method:classic linear normalize weight:post max influence:8 Dropoff rate :5 the second problem is follow: The second problem is similar to the first but somewhat strange the hair in picture 4 appear different from the image in maya ,when i try others hairs from others creators with the same shape they have no problem, but i have in your opinion why i have that difference? any advice will be appreciated ..thank you so much Edited August 7, 2019 by MilaChristensen Link to comment Share on other sites More sharing options...
OptimoMaximo Posted August 7, 2019 Share Posted August 7, 2019 3 hours ago, MilaChristensen said: I'm using mayastar for rigging and my setting are : bind method:closet distance skinning method:classic linear normalize weight:post max influence:8 Dropoff rate :5 All settings are good, except for the Max Influences: SL caps them to max 4, so there-s no point in having them higher than that. Deformations results would be biased by the capping once uploaded, also. About the discrepancies: Case 1 is most likely due to the automatic capping to 4 influences, therefore having some weights removed might just give out that result. Case 2 instead seems normal to me. See how your shape is consistently narrower inworld than the default avatar in Maya. Wear a newly created shape and make the comparison with that and see. Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted August 7, 2019 Share Posted August 7, 2019 Rigged meshs are scaled according to bone length, a shorter and narrower avatar will lead to a shorter and narrower mesh. Does mayastar allows you to work using your own body shape at all? Link to comment Share on other sites More sharing options...
OptimoMaximo Posted August 7, 2019 Share Posted August 7, 2019 1 hour ago, Kyrah Abattoir said: Does mayastar allows you to work using your own body shape at all? Yes, but not as Avastar does. It doesn't read your avatar XML file, the shape can only be accomplished manually through sliders. Link to comment Share on other sites More sharing options...
OptimoMaximo Posted August 7, 2019 Share Posted August 7, 2019 (edited) 1 hour ago, Kyrah Abattoir said: Rigged meshs are scaled according to bone length, a shorter and narrower avatar will lead to a shorter and narrower mesh. This is not entirely accurate: the mesh follows the bone scale, for narrower shapes the bones scale side-by-side also, in a non-uniform fashion. Edited August 7, 2019 by OptimoMaximo Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted August 7, 2019 Share Posted August 7, 2019 (edited) Correct. I should have specified that. Edited August 7, 2019 by Kyrah Abattoir Link to comment Share on other sites More sharing options...
MilaChristensen Posted August 7, 2019 Author Share Posted August 7, 2019 OptimoMaximo thank you so mush because you have explained to me things I did not know before ,its really great what you do guys here Quote Case 1 is most likely due to the automatic capping to 4 influences, therefore having some weights removed might just give out that result. I went down to the 4 influences ,it seem that look ok now testing in beta grid 1 Link to comment Share on other sites More sharing options...
MilaChristensen Posted August 7, 2019 Author Share Posted August 7, 2019 8 hours ago, Kyrah Abattoir said: Rigged meshs are scaled according to bone length, a shorter and narrower avatar will lead to a shorter and narrower mesh. Does mayastar allows you to work using your own body shape at all? no it doesnt allow that Link to comment Share on other sites More sharing options...
OptimoMaximo Posted August 8, 2019 Share Posted August 8, 2019 5 hours ago, MilaChristensen said: no it doesnt allow that Incorrect. It doesn't load a file with your body shape, but you can definitely make your own shape adjusting the sliders to match those of your inworld avatar Link to comment Share on other sites More sharing options...
MilaChristensen Posted August 8, 2019 Author Share Posted August 8, 2019 Just now, OptimoMaximo said: Incorrect. It doesn't load a file with your body shape, but you can definitely make your own shape adjusting the sliders to match those of your inworld avatar do you mean that i can use my own .. but i have to bind it with skeleton? Link to comment Share on other sites More sharing options...
OptimoMaximo Posted August 8, 2019 Share Posted August 8, 2019 To get the same exact look you're after for your own avatar, yes. Maya supports custom bind poses, and a shape falls within the definition of bind pose. So if you make a replica of your avatar shape on Maya and bind your mesh to it, you'll get the mesh to look exactly as you designed it in Maya on your avatar inworld. Link to comment Share on other sites More sharing options...
MilaChristensen Posted August 8, 2019 Author Share Posted August 8, 2019 11 hours ago, OptimoMaximo said: To get the same exact look you're after for your own avatar, yes. Maya supports custom bind poses, and a shape falls within the definition of bind pose. So if you make a replica of your avatar shape on Maya and bind your mesh to it, you'll get the mesh to look exactly as you designed it in Maya on your avatar inworld. thank you so much for the help Link to comment Share on other sites More sharing options...
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