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[Closed] Auto-Skin-Weight Approach

8 ms with method 4, 1154 ms with method 1. That’s amazing.
Thanks a lot!
I’d be interested how you came about this exciting trick, Denis?

1 Reply
(@denist)
Joined: 10 months ago

Posts: 0

do you know about unwrap_uvw sub-object convert selection? it’s slow. it’s slow if you follow mxs help. there is a trick that makes it 10 times faster.
another sample… edit_normals modifier… SetNormal is very slow. but it can be ~20 times faster.
dig, dig, and dig deeper…

I can’t say how … I kinda feel some trick in every max function, interface, plugin. I say myself: “It can’t be so bad. There must be a catch in it.”

the skinops interface… everyone knows that all its methods/functions work only if the Skin modifier is a current modifier panel object. Right?
funny. i’ve checked the skin related classes… there is no this limitation! probably the skinops developers invented it smoking a cool stuff.

In case of the skinops interface.
You use sdk functions to avoid the problem if i understand well.
Is it as fast to forbid ui refreshing? With hwnd stuffs?

1 Reply
(@denist)
Joined: 10 months ago

Posts: 0

disabling redraw doesn’t give you to much. almost all skinops interface edit functions send too many messages to the skin which causes every time the mesh recalculation. using sdk you can do a block of operations first and only after that notify the skin about changes. the difference is huge!
but my skin tools use skinops. i wrote only several key functions on c++/sdk. sometimes i distribute a tool without c++ plugins. so it has to work (mayby slower) but anyway.

Ok thanks for the answer.
It’s perfectly clear now why skinops is so slow.
I’ll stick to maxscript and disabling redraw since the C++/sdk is still a little too hard for me.

@Kogen

Okay I used this tool all day skinning some very complex characters. I gotta say, using poly selection tools to “skin” makes it go much faster. The blending you are doing is awesome. I only hads to manually edit a few edge loops.

My only issues with the tool are UI related:

  1. I had to modified the script to not use any image buttons. The icons were too similar and I kept clicking the wrong ones. Now the tool just says Set, Get, Mirror, ect…

  2. I changed the setupBones function to get all the objects in a selection set named Bones. The autodetect kept picking up spline controllers and other objects. Many of my bones don’t have nubs, and you formula removes bones with no children.

  3. The “Pick” button wasn’t replacing the bone assigned to the cluster.

  4. I wish the cluster was assigned a bone when I clicked the Set button. I would just feel more in control.

  5. I made the dotNet list box 2x the height. It felt very crowded with over 60 bones.

  6. I wish there was a Move to Top and Move to Bottom buttons for the listbox.

Thanks again!

my question for everyone who does do skinning. what selection features are you missing in the Skin modifier?

1 Reply
(@mattrennie)
Joined: 10 months ago

Posts: 0

I end up using skin or die as it has a much better floating ui for selecting bones. The default skin modifier listbox is far too small.

I don’t skin every day but the basic component selection with convert beetween poly/edge/vertices are pretty much all you need.
Maybe mirror selection and selection by Id may be useful for isolating certain parts.
That’s all i see but i’m not a full time rigger

1 Reply
(@martinez)
Joined: 10 months ago

Posts: 0

I agree that what you mention is important, but I don’t think that’s all you need.

What I need is all the poly selection tools available in Editable Poly. Select a component, shift select an adjacent component to get a loop (Vertex, edge, or face). There is an entire tab in the Graphite tools dedicated to subobject selection. I don’t see why skin is limited to vertices and elements. The reason I’m excited for Kogen’s tool is because it makes those selection tools available.

Again I’ll compare to UV Mapping. When I UV map I’m only creating UVs for the vertices, yet all components are available to select. In general it would be nice if sub-object selection were unified in all the modifiers.

Originally Posted by martinez
Again I’ll compare to UV Mapping. When I UV map I’m only creating UVs for the vertices, yet all components are available to select. In general it would be nice if sub-object selection were unified in all the modifiers.

Absolutely agree about unification, that’s what i meant when talking about converting selection. Sorry if it wasn’t clear

i have problem with autoweight

its always show when i want make a region how to fix it ?

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