Is there a better way to rig a human model than CAT rigs? I'm really frustrated with this CAT rig, I spent about 10 hours on this
http://oi43.tinypic.com/wtt4eq.jpg
There are many things wrong with it;
1 - The left foot consistently adds all the weight from the right foot onto it's bone (or mirrors the vertice weight without changing the bone..), resulting in when you move the left foot the right foot stretches from the right leg.
2 - I remain unable to animate my model, regardless of being able to disform it with the bones. I've looked at about 50 animation tutorials and 3ds max refuses to let me key animations.
3 - The rig likes to grab random vertices on the mesh and add them to random bones (There are no zero weight vertices in my model, I have ignore backfacing on, and I'm VERY careful about which vertices I add weight to), resulting in choppy spikey faces when moving those bones. This happens more than often, and I wouldn't be worried about this one if it wasn't for the fact that I KNOW I didn't select those vertices and it happened almost seemingly random.
This is extremely frustrating.. however I did encounter all of these at the very END of my progress with the model (rigging animation phase), so I didn't really lose any progress, but I did experience a crash while "attempting" to auto-key some animations.. Thankfully I had just saved hah.
Any tips for what you use to make say a regular human unit model?
I personally have never used CAT rigs, I have always found standard bones are more flexible for weighting, building controllers, and are compatible with a majority if not all export types that support animation.
intro video :
Two things they don't go over in the video that are helpful:
Bone Tools - located in the Animation dropdown menu. Can be used to create bones and adjust position without deformation using Bone Edit mode
Weight Tool - Located in the Skin Modifier under Parameters, looks like a Wrench next to Weight Table. When used in conjunction with Select => Vertices ( in Parameters) you can select the verts and manually set the bone weight and don't have to worry about the envelopes.
Yeah, If you want your animations to look there best you definitely want to weight the vertices individually. Its a little time consuming, but way better then using the envelopes.
Yeah, If you want your animations to look there best you definitely want to weight the vertices individually. Its a little time consuming, but way better then using the envelopes.
I actually weighted the entire rig's vertices by hand.. that's what I'm sayin, for some reason it started acting like an envelope and over-wrote the vertice weights I had on my feet bones. Really frustrating especially when no matter what you do to fix it, it just relocates all the left foot verts to the right foot bone anyways -.-
I personally have never used CAT rigs, I have always found standard bones are more flexible for weighting, building controllers, and are compatible with a majority if not all export types that support animation.
intro video : Two things they don't go over in the video that are helpful:
Bone Tools - located in the Animation dropdown menu. Can be used to create bones and adjust position without deformation using Bone Edit mode
Weight Tool - Located in the Skin Modifier under Parameters, looks like a Wrench next to Weight Table. When used in conjunction with Select => Vertices ( in Parameters) you can select the verts and manually set the bone weight and don't have to worry about the envelopes.
Much better, CAT rigs are apparently really inflexible and buggy unless you have a pretty good resolution model and you have to really rig it right.
Thank you for the video, I thought maybe there was another way! Also do you think the problem with animation has to do with the CAT rig?
In fact, the Star tools can handle CAT rigs, the bones, lines, objects, helpers (like Dummy), biped and CAT bone systems can all work well through Star tools, I am not sure why you got an error, but if you already weighted every vertex with weight tools, you can try this, this will bake all your setting and they will no longer relay on the envelope.
The Bone Pro and Autoweight scripts for 3dsmax can help you get a good rig quickly too.
I've noticed a lot of your spaceship models follow a similar pattern. They're all generally long and slender. I'm sure these are easier to make but what about other ships and formations? What about the classic Star Wars Star Destroyer kind of look, all triangular and stuff. You could go with circles too. What I'm getting at here is the ships need some kind of variations from the rest you've been doing.
Hi, JacktheArcher, it's true that I build too many similar ship models. It's easy to design and texture, so that I can finish each of them in very short time. But of cause it is becoming boring. Next time I will make some other styles.
In fact, the Star tools can handle CAT rigs, the bones, lines, objects, helpers (like Dummy), biped and CAT bone systems can all work well through Star tools, I am not sure why you got an error, but if you already weighted every vertex with weight tools, you can try this, this will bake all your setting and they will no longer relay on the envelope.
The Bone Pro and Autoweight scripts for 3dsmax can help you get a good rig quickly too.
Thank you very much! I'll try this first thing! :)
My partner NanaKey ("the catty") finally recovered, and our project keeps going. And if she has time I will suggest her to show some previous works.
A new bad news is that I got an acute cholecystitis which is so pain that I can't keep working and maybe need surgery if it gets worse. So this week my previews have to be paused.
It's a hard time to both of us.
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@unclesatan: Go
That's one scary missile(s).
Is there a better way to rig a human model than CAT rigs? I'm really frustrated with this CAT rig, I spent about 10 hours on this http://oi43.tinypic.com/wtt4eq.jpg
There are many things wrong with it;
1 - The left foot consistently adds all the weight from the right foot onto it's bone (or mirrors the vertice weight without changing the bone..), resulting in when you move the left foot the right foot stretches from the right leg.
2 - I remain unable to animate my model, regardless of being able to disform it with the bones. I've looked at about 50 animation tutorials and 3ds max refuses to let me key animations.
3 - The rig likes to grab random vertices on the mesh and add them to random bones (There are no zero weight vertices in my model, I have ignore backfacing on, and I'm VERY careful about which vertices I add weight to), resulting in choppy spikey faces when moving those bones. This happens more than often, and I wouldn't be worried about this one if it wasn't for the fact that I KNOW I didn't select those vertices and it happened almost seemingly random.
This is extremely frustrating.. however I did encounter all of these at the very END of my progress with the model (rigging animation phase), so I didn't really lose any progress, but I did experience a crash while "attempting" to auto-key some animations.. Thankfully I had just saved hah.
Any tips for what you use to make say a regular human unit model?
@unclesatan: Go
I personally have never used CAT rigs, I have always found standard bones are more flexible for weighting, building controllers, and are compatible with a majority if not all export types that support animation.
intro video :
Two things they don't go over in the video that are helpful:
Bone Tools - located in the Animation dropdown menu. Can be used to create bones and adjust position without deformation using Bone Edit mode
Weight Tool - Located in the Skin Modifier under Parameters, looks like a Wrench next to Weight Table. When used in conjunction with Select => Vertices ( in Parameters) you can select the verts and manually set the bone weight and don't have to worry about the envelopes.
Formally Kinkycactus
Yeah, If you want your animations to look there best you definitely want to weight the vertices individually. Its a little time consuming, but way better then using the envelopes.
I actually weighted the entire rig's vertices by hand.. that's what I'm sayin, for some reason it started acting like an envelope and over-wrote the vertice weights I had on my feet bones. Really frustrating especially when no matter what you do to fix it, it just relocates all the left foot verts to the right foot bone anyways -.-
Much better, CAT rigs are apparently really inflexible and buggy unless you have a pretty good resolution model and you have to really rig it right.
Thank you for the video, I thought maybe there was another way! Also do you think the problem with animation has to do with the CAT rig?
Glad I could help. Its possible that the Startools Exporter does not know how to handle CAT rigs.
If you have any other questions, feel free to PM me or start a new thread. That way we're not hijacking Delphinium's. :)
Formally Kinkycactus
Well that's strange considering the startools documentation lead me to a CAT rig tutorial. I have no idea though.
True that! Thanks for the help :)
ps. got a non-buggy skeleton set up with those tutorials, pretty awesome thanks!
@unclesatan: Go
In fact, the Star tools can handle CAT rigs, the bones, lines, objects, helpers (like Dummy), biped and CAT bone systems can all work well through Star tools, I am not sure why you got an error, but if you already weighted every vertex with weight tools, you can try this, this will bake all your setting and they will no longer relay on the envelope.
The Bone Pro and Autoweight scripts for 3dsmax can help you get a good rig quickly too.
Another spaceship model.
@Delphinium1987: Go
I've noticed a lot of your spaceship models follow a similar pattern. They're all generally long and slender. I'm sure these are easier to make but what about other ships and formations? What about the classic Star Wars Star Destroyer kind of look, all triangular and stuff. You could go with circles too. What I'm getting at here is the ships need some kind of variations from the rest you've been doing.
@JacktheArcher: Go
Hi, JacktheArcher, it's true that I build too many similar ship models. It's easy to design and texture, so that I can finish each of them in very short time. But of cause it is becoming boring. Next time I will make some other styles.
Thanks for your attention and suggestion.
@Delphinium1987: Go
I'm not saying they're bad models, because they aren't. But I'm glad you took my suggestion, variations are good.
This spaceship looks like a blaster I want to shoot from.
@Zolden: Go
So another one here, and it's finally not another boxes.
Main design is not me, I learned from a game.
@Delphinium1987: Go
I like it! Definitely a nice switch.
Thank you very much! I'll try this first thing! :)
@unclesatan: Go
You are welcome. :-)
@Delphinium1987: Go
Very nice! I really like the way your new ships are coming.
This is a nice idea, some of the cigar shaped ones do look like a nice attachment weapon for a unit.
My partner NanaKey ("the catty") finally recovered, and our project keeps going. And if she has time I will suggest her to show some previous works.
A new bad news is that I got an acute cholecystitis which is so pain that I can't keep working and maybe need surgery if it gets worse. So this week my previews have to be paused.
It's a hard time to both of us.