Forum: Carrara


Subject: 'Bones' twisting and turning oddly...

kelley opened this issue on Jan 01, 2003 ยท 34 posts


bluetone posted Thu, 02 January 2003 at 6:59 PM

Is this all done as one vertex object? if so, it can be easier to adjust the bones influence in one way and harder in another. ;> (Sorry!) If it's all in one window it's easier to see what your affecting, but if they are separate primitives grouped together then it's easier to quickly de-influence sections. If a vertex is attached to multiple bones, then it can deform like in your earlier problems. Of course, being influenced by multiple bones is what makes it deform clean... when set-up! So, all this influence editng is done on a vertex level. Go into the vertex editing room, and then select one of the vertexes that is giving you a problem. The second button in the properties tray will list which bones are influencing that vertex, and what percentage each one is influencing it. This list will ALWAYS add up to 100%. (Kinda makes sense... yes?) If there is a bone called, "L_Thigh" then it shouldn't be influencing any of the head vertices. (You DID name the bones appropriatly... yes?) Play around with these settings on your model AFTER your bones are all set-up with their constraints and attached to your model. Hope this didn't make things worst for you! Good luck! :>