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General Category => General Anim8or Forum => Topic started by: Maximilianibus on August 15, 2010, 09:57:38 am

Title: Rigging- and skinning problem
Post by: Maximilianibus on August 15, 2010, 09:57:38 am
Hey guys, i have a problem:
i made a figure, rigg it, skinn it, i go to sequence mode, want to animate, BUT: i cant rotate the y axis. even in side view i cant rotate the x axis.
why? what can i do for it? oh, and before you ask: YES, the bones were moveable. even no-limited!
so, i need your help!
Greetings, max
Title: Re: Rigging- and skinning problem
Post by: kreator on August 15, 2010, 10:13:52 am
Different bones move in different views, if you have them all set with no limits then they will move just get the correct view , or better still go to perspective or ortho view.

x = left mouse
y = right mouse
z = middlemouse/scroll wheel
Title: Re: Rigging- and skinning problem
Post by: Maximilianibus on August 15, 2010, 10:29:06 am
still doent work
Title: Re: Rigging- and skinning problem
Post by: CoriDavis on August 15, 2010, 02:33:50 pm
do you not have a scrool wheel? then you have to lock the X or Z axis for the other one to move, that's what I had to figure out
Title: Re: Rigging- and skinning problem
Post by: johnar on August 16, 2010, 01:40:54 am
 Another option is to enter the values manually, although, if everything else is good, do as kreator said and try from other views.?
Title: Re: Rigging- and skinning problem
Post by: Maximilianibus on August 16, 2010, 08:08:55 am
yes, i have a scroll-wheel, but i re-programmed my mouse.
so no program recognizes the wheel. not even blender!
Title: Re: Rigging- and skinning problem
Post by: lynn22 on August 16, 2010, 08:27:59 am
Alt+right mouse = scroll-wheel
Title: Re: Rigging- and skinning problem
Post by: Maximilianibus on August 16, 2010, 07:11:10 pm
ok, thank you.
but now i have another problem:
can i paint more then one weight on an object? because if i move a bone, just the lowest part(the painted) will move. but its just a quarter of the object!!!
the child-bones even move, but not the object, which is attached to them!
Title: Re: Rigging- and skinning problem
Post by: lynn22 on August 17, 2010, 03:08:11 am
Each bone has its own color and you should paint that part of your object in the color of the bone that you want to use to move that part of the object.
Title: Re: Rigging- and skinning problem
Post by: Maximilianibus on August 17, 2010, 03:31:23 am
so, i must paint the hole bone?
Title: Re: Rigging- and skinning problem
Post by: johnar on August 17, 2010, 04:13:05 am
With weight painting you are actually painting the points. Check it out in wireframe view and you'll see that quite clearly.
 So, if you select a (eg) 'red bone, , ANY points you then paint will 'attach' to that bone, no matter where they are on your figure.
   Don't get 'attaching an object to a bone' confused with 'skinning an object on a figure. When you select a bone and go 'add object' then that object is automatically attached to that bone.
  For example, you might have 2 bones, and add a cylinder to the bottom bone. (with cylinder covering both bones). If you move the bottom bone, the whole cylinder will move.
 But if you activate 'skinning, (or 'weight painting), and select the top bone, and paint the points surrounding that bone, then now you can 'bend' the cylinder by moving the top bone, because those points have been 'painted on' to that bone. :)
Title: Re: Rigging- and skinning problem
Post by: kreator on August 17, 2010, 04:24:25 am
Why not take a look at my video on "Boning and Skinning" here at

http://www.dotan8.com/html/flowplayer2.html
Title: Re: Rigging- and skinning problem
Post by: Maximilianibus on August 17, 2010, 06:33:44 pm
i tried modeling a hand, but only the bottom moved. the top just streched and, er, ruined my animation....
Title: Re: Rigging- and skinning problem
Post by: lynn22 on August 18, 2010, 02:48:56 am
Keep on skinning your hand untill nothing stretches anymore.
It did not ruin your animation, your animation will only be perfect if your skinning is perfect.

... and only practice makes perfect.
Title: Re: Rigging- and skinning problem
Post by: johnar on August 18, 2010, 03:11:57 am
Nice one lynn22. :)

Maximlianibus: Another thing to check is that the bone is actually inside your object. Check from side view.
 Might sound obvious, but check, if you havent already.
 Otherwise, sounds like you've nearly got it. (see lynn22's last post). ;)
Title: Re: Rigging- and skinning problem
Post by: NeonFalcon on August 18, 2010, 06:23:04 am
Hey Max. i sugest you go with kreator.i had exactly the damn same problem and he helped me big time.hhhhhmmmmmm lets go to my past.my problem in rigging wasn't only bad brushing.BUT my big problem was not creating the scissors.(sorry about bad english). the weird tail looking thing you have to make with bones. believe me i had 100% same problems.
Title: Re: Rigging- and skinning problem
Post by: Maximilianibus on August 18, 2010, 08:02:31 pm
Thank you, i dont know why, but it works!!!
Title: Re: Rigging- and skinning problem
Post by: Gyperboloid on August 31, 2010, 06:22:47 pm
Another option is to enter the values manually, although, if everything else is good, do as kreator said and try from other views.?
Manually ?
Title: Re: Rigging- and skinning problem
Post by: kreator on August 31, 2010, 06:38:39 pm
Yep you can manually alter the bones values.

In scene mode, use timeline find your figure then doubleclick the bone you wish to alter or add to. This will enable figure Element editor, now click the box in the orientation (PYR) to get into the key position editor and add the values you require or amend.