Anim8or Community
General Category => General Anim8or Forum => Topic started by: Maximilianibus on August 15, 2010, 09:57:38 am
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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
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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
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still doent work
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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
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Another option is to enter the values manually, although, if everything else is good, do as kreator said and try from other views.?
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yes, i have a scroll-wheel, but i re-programmed my mouse.
so no program recognizes the wheel. not even blender!
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Alt+right mouse = scroll-wheel
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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!
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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.
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so, i must paint the hole bone?
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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. :)
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Why not take a look at my video on "Boning and Skinning" here at
http://www.dotan8.com/html/flowplayer2.html
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i tried modeling a hand, but only the bottom moved. the top just streched and, er, ruined my animation....
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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.
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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). ;)
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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.
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Thank you, i dont know why, but it works!!!
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Another option is to enter the values manually, although, if everything else is good, do as kreator said and try from other views.?
Manually ?
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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.