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Published: 2015-05-30 12:52:52 +0000 UTC; Views: 591; Favourites: 3; Downloads: 7
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Description
3ds max 2014 has a weight problem whenever I port something to XNAlara. Does anyone know what to do here?Related content
Comments: 12
Kenmurikumo [2015-05-30 17:47:11 +0000 UTC]
1) make sure the parts that move arent accidentally weighted with the wrong bones.
2) make sure all the weights are equal to 100%. Things get wonky if they are at 99% or 101%
3) xnalara allows a maximum of 4 bones weighted per vertex. ex: the thumb is weighted with hand, forarm, thumb1, thumb 2, and thumb 3 (5 bones) is a bad weight
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Kenmurikumo In reply to JSRRemix [2015-05-30 18:55:14 +0000 UTC]
Hope this helps. 1 happens to the best of us. 2 & 3 are things that most never thought to take into consideration.
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RocketLombax [2015-05-30 15:47:11 +0000 UTC]
It seems like it may be a bone parenting problem. Have you checked the armature to make sure that the fingers and leg bones are linked to the correct hand and leg? Also, are those separate broken parts movable on their own, or do they only move with the right arm?
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JSRRemix In reply to RocketLombax [2015-05-30 15:51:16 +0000 UTC]
They are separate parts moving when using the right arm. But I didn't think about bone parenting. Thank you.
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FatalitySonic2 [2015-05-30 13:31:32 +0000 UTC]
You're talking about the size of the model (because I saw that the scale bar is on 85) ?
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JSRRemix In reply to FatalitySonic2 [2015-05-30 13:42:23 +0000 UTC]
If I move the right arm, the left leg and right thumb will move. Same goes for whenever I scale the model. The root is the only normal part of the model.
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FatalitySonic2 In reply to JSRRemix [2015-05-30 13:47:37 +0000 UTC]
Ouch !
Errr, if you rename the bones, will it work ?
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FatalitySonic2 In reply to JSRRemix [2015-05-30 16:13:24 +0000 UTC]
I cannot help this far, sorry.
But it seems someone got your answer as I see.
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JSRRemix In reply to FatalitySonic2 [2015-05-30 16:32:13 +0000 UTC]
It's ok, thanks for replying.
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