Envelope/Mirror Weights problem

Issues concerning rigging & Face Robot...
Post Reply
mirkoj
Posts: 205
Joined: 09 Jun 2009, 18:26
Skype: mirko-jankovic
Contact:

Envelope/Mirror Weights problem

Post by mirkoj » 20 Jul 2009, 17:50

Copy and paste from few posts at XSI base, wana try to get solution here as well. Thanks to Joe Zeno for reminding me about thos forum as well :)

I'm wondering if anyone else have any problems with mirroring weights?
I have very simple character now, and I'm done with painting weights for one side of the body.
And I guessed that using mirror weights will finish me that part BUT... they are closlly but not corectyl transfered.
Any idea what could go wrong??

I've noticed that in Symmetry Mapping Template there are worng bones like RRingEffector->LRing1 and also few duplicates. I'm starting to woder if deleting everything and entering all bones/values manualy would do the trick???
If that is what is needed I think that it doesn't justofy using it for this right now,
Any ideas please?

After applying Mirror Weight, I see changes in weight colors but...
Weights looks like transfered but there are slight diferences.
Fore example:
Before weight mirroring:
Image





After weight mirroring:
Image

Looks the same, but I've seen few wight changed it's color.
If anyone got a minute or two I can link scene for download. I hate these gremlin types problems :)


Here is link to scene if anyone got time to check it out:
www.mirkojankovic.com/Postman.rar

User avatar
Diurno
Posts: 242
Joined: 10 Jun 2009, 09:50

Re: Envelope/Mirror Weights problem

Post by Diurno » 21 Jul 2009, 09:47

i've got the same problem once; you can try solve it in two ways:

1) Delete Half of your model and then symmetryze it, this give you the absolute certainty that the model is symmetrycal;

2) if you see some mistakes in the symmetry map like you said: RRingEffector->LRing1 you can modify it; when happened to me i completely deleted the map and i've redo it manually.

Hope you solve it ^^

mirkoj
Posts: 205
Joined: 09 Jun 2009, 18:26
Skype: mirko-jankovic
Contact:

Re: Envelope/Mirror Weights problem

Post by mirkoj » 21 Jul 2009, 13:54

And again failure after symetrising poly mesh... argh!
How can this be happeining? :) This should work withouth problems.. I mean it was before..
anyone have any other idea what could be wrong with this?
Thanks!

User avatar
Diurno
Posts: 242
Joined: 10 Jun 2009, 09:50

Re: Envelope/Mirror Weights problem

Post by Diurno » 21 Jul 2009, 13:58

have you tried to edit manually the symmetry map?

mirkoj
Posts: 205
Joined: 09 Jun 2009, 18:26
Skype: mirko-jankovic
Contact:

Re: Envelope/Mirror Weights problem

Post by mirkoj » 21 Jul 2009, 14:00

deleted everything frmo map and entered all bones from that list in weight editor painter one by one :X

User avatar
Diurno
Posts: 242
Joined: 10 Jun 2009, 09:50

Re: Envelope/Mirror Weights problem

Post by Diurno » 21 Jul 2009, 14:21

and you have Validate It?

mirkoj
Posts: 205
Joined: 09 Jun 2009, 18:26
Skype: mirko-jankovic
Contact:

Re: Envelope/Mirror Weights problem

Post by mirkoj » 21 Jul 2009, 14:29

yep... enetered one by one frmo that list, and validate and still same.
Any idea if smoothing weights on left side could be a problem? or maybe those roll operators could be making a problems there? fro examle there are 3 roll operators on thigh bone. I will try one moer thing to see if this work if not well.. manualy painting both sides as close as possible....

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 21:11
Location: Zagreb, Croatia
Contact:

Re: Envelope/Mirror Weights problem

Post by Mathaeus » 21 Jul 2009, 14:42

When symmetry map template is generated, XSI takes positions of deformers, so yes, if their centers are close to each other, you can expect errors. As far as I know, people creating the symmetry maps manually, then the same preset can be used later - symmetry map template is related to rig, not to enveloped mesh. You can use external application for that, as it described here: http://www.xsi-blog.com/archives/81

Or You can do your enveloping manually...

mirkoj
Posts: 205
Joined: 09 Jun 2009, 18:26
Skype: mirko-jankovic
Contact:

Re: Envelope/Mirror Weights problem

Post by mirkoj » 21 Jul 2009, 14:49

omg... maybe there isn't weight mirroring problem at all...
I've removed mirroring and painted everything manualy on both legs, they are preatty simple to paint identicly. And then I saw something, rotating foot roll on unsmoothed weights and model:

http://www.mirkojankovic.com/images/for ... roblem.mov

This is look from behind... both legs are manualy painted with 100% identical weight for each bones, left and right.
Could this be bug with XSI biped character?

mirkoj
Posts: 205
Joined: 09 Jun 2009, 18:26
Skype: mirko-jankovic
Contact:

Re: Envelope/Mirror Weights problem

Post by mirkoj » 21 Jul 2009, 14:58

Found problem :X

I've deleted envelope and made new rig from same biped guide but havent used Thigh Roll Subdivision and it is working fine now...
Looks like a bug when there is subdivisions roll on thigh I'm getting that rotation of the bone like in the .mov from previous post.
But when not using roll subdivision on thigh at all it works prefectly fine... at least it seems so..
Gonna repaint again with new rig :X

Anyone was aware of problem like that or have any idea how to fix it?

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 21:11
Location: Zagreb, Croatia
Contact:

Re: Envelope/Mirror Weights problem

Post by Mathaeus » 21 Jul 2009, 15:05

About movie with flipping thigh bone, posted a few posts before, it's looking that your chain come into it's critical zone - if I am right, it's perfectly normal. Try to move UpVector controller (yellow pyramide null) and see what happens. You can enable displaying of critical zones in viewports (display> visibility options). UpVector shouldn't go inside the critical zone.

Post Reply

Who is online

Users browsing this forum: No registered users and 15 guests