Joint Binding question?

uncle808us

Active member
#1
Joint Binding question?

I have a little guy and he needs two bones only. Just for his right upper arm and right forearm.
What is the best binding method to avoid a lot of weight painting?
This is all I found in the Help:
max. influence: The max. number of joints which can influence a mesh vertex. Values of 2-4 are normally enough.
dropoff rate: The dropoff rate of the influence of an joint. The higher this value the faster a joint will lose its influence on vertices.
bind mesh: Click on the "OK" button to bind the mesh to the skeleton. Performing this command calculates the vertex weights for each joint.
Thanks I don't really understand max influence. or drop off rate:
PS: This Guy is one mesh.
 

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Jeanny

Active member
#2
UncB might this help you?
Starting about 2:45 minutes into the video Andrew explains quite well how to Weight Paint (Vertex Paint) a Skeleton.
The Video is listed in the Cheetah Help Menu Under Tutorials. It’s title is: Character Animation (online)
https://www.cheetah3d.com/download/videotutorials/anim_tutorial.mov

Novolume has a good free Cheetah3D Rigged Character Model Video Tutorial in his website
http://www.mac3dsoftware.com/cheetah3d/free-cheetah3d-rigged-character-model/

My Best
Jeanny
 
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Jeanny

Active member
#3
Oooops! :redface:
I listed the wrong web page for Andrew's video.
Just in case you tried to go to it before I had a chance to correct it -
I now have the correct url listed in my first post.
 

uncle808us

Active member
#4
Oooops! :redface:
I listed the wrong web page for Andrew's video.
Just in case you tried to go to it before I had a chance to correct it -
I now have the correct url listed in my first post.
Thanks for the help. I am familiar with these videos,
It is easier and can be a bit more accurate if you weight paint in point mode.
Neither of these videos address or explain the two binding methods.
Pod's book has some excellent joint information this is a good tip on P.430
You can scrub your test animation to a point where a deformation occurs and then paint vertex weights with the mesh in it’s problem pose until the problem is fixed.
Again Thanks Jeanny.
 

Jeanny

Active member
#5
Unc808,
It is easier and can be a bit more accurate if you weight paint in point mode.
That sounds interesting.
Wish someone could add some light on the subject.
Thanks for the tip on Pod's Book. I have the book and I'll have to look it up.

My Best:smile:
Jeanny
 
#6
I´m not sure if just 2 bones is enough if you want to pose the shoulder upwards.
I´d add/start at the clavicle->shoulder(Greater tuberosity) ->elbow->metacarpus (middle of the hand). You´ll need to "unpaint" the whole body from the first joint.
Here´s an example on Andrew´s defencelessly Alien:
 

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Last edited:

uncle808us

Active member
#7
I´m not sure if just 2 bones is enough if you want to pose the shoulder upwards.
I´d add/start at the clavicle->shoulder(Greater tuberosity) ->elbow->metacarpus (middle of the hand). You´ll need to "unpaint" the whole body from the first joint.
Here´s an example on Andrew´s defencelessly:
I wasn't going upward but that is good advice if I were. Thanks Frank any info on What is the best binding method to avoid a lot of weight painting?
Distance or Heat? What is the difference between the two?
Is it possible to use neither but just manually weight paint. here's what I got trying that.
 

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#8
Since we have "Heatbinding" I really never used the other method anymore.
I made this from scratch - no weight painting at all. Will this work for you?
I doubled the mesh+joints and add a Distance bound version just for comparison needs. No post work. All out of the box.

Cheers
Frank
 

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