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Weighting error
Posted: 13 October 2016 01:34 AM   [ Ignore ]  
Total Posts:  14
Joined  2016-08-26

Hello!

I’m trying to paint weights on this model’s eyelids and the upper eyelid is working just fine as seen in the eyelid_closed attachment image (can only include the closed state because of the 3 attachment limit). Something’s wrong when trying to paint the bottom eyelid. When painting the lower lid to the lower lid bone, the geometry pops out of place. I did some troubleshooting and set the head bone weights to zero to see what would happen. The attached screenshots are of the head weights at 0 and at 100. I think this is the same geometry offset that’s happening when xferring the weights from the head to the eyelids. It looks like taking any weight off the head offsets it to some weird place. Two things. Why are the weights popping out of wack when the weights are at zero and why is the upper eyelid working fine but the bottom isn’t?

Hopefully this makes sense, happy to clarify further.

Thanks!

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Posted: 13 October 2016 01:44 AM   [ Ignore ]   [ # 1 ]  
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Hi spencerokada,

I have send you an upload link [PM private message]. I will keep the model private, if not advised otherwise.

What happens if you set the eye joint to zero and move it? I guess you checked the Weigth Manager already, but image two tells me a different story: it shows the whole head 100 and then in image 3 the eye-lid as well 100 (100: so far I can tell). Perhaps I misread xferring wrong, as I don’t know that term at all.

I would always think to use the Pose-Morph for such things, where one has a rotational option and no need to work with weight. Especially with character expressions, it might be useful.

But I’m happy to take a look into it.
For now, I will wait for the model.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 13 October 2016 11:40 AM   [ Ignore ]   [ # 2 ]  
Total Posts:  14
Joined  2016-08-26

Hey Dr. Sassi,

Yea! I didn’t think of that. The pose morph tag will probably work well for a temp fix. Great suggestion! I’d also be interested in your thoughts on how to avoid/fix this in the future. You’re right, some of the weights are painted to other things like the ears/upper eyelid, etc. but I was mainly trying to illustrate the shifting of the rest of the head, sorry for the confusion. Sent you the file all of the geometry is hidden via hide selected under the selection menu. Again, thanks for the help!

Spencer

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Posted: 13 October 2016 03:11 PM   [ Ignore ]   [ # 3 ]  
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Hi Spencer,

Thanks for the file.

I didn’t mean the Pose Morph as a temp idea, I think of of it as a great tool for facial animation.

(In your model, the first thing that shows up as something that needs attention is the Left EyelLid_upper01, as it has 10% on the side of the Right Eyelid_upper01.)

=====

When I click on the Skin to de-activate it, I can’t find any “frame” that fits, BTW. In other words, on which frame is your binding pose?
https://help.maxon.net/#TCAWEIGHT-ID_TAGPROPERTIES
So setting a new Pose with the Lid joints.
Without reseting: The Joint seem to pull the polygons down and the rotation works like in the video below, I placed a Torus there to show the rotation axis.IS that what you have experienced?
https://www.amazon.com/clouddrive/share/w3BENp5neNTya69OMXjP1SG3eVL85wJcaQJPDJbz6s5?ref_=cd_ph_share_link_copy

So, with the Shift-Reset of the Binding-Pose as in the Help Content, the Joints are set to one pose, all of them, so I can paint without problems, except the rotation as shown in the other clip isn’t working nicely. Clip:

https://www.amazon.com/clouddrive/share/YqK7d3wDdfqNJH51wkYkBtBlkdUkseYCCknCDd7hR5s?ref_=cd_ph_share_link_copy

Again: Go with the Pose Morph and you have an easy way to adjust that rotation axis at any time, with way better options to change the [removed]perhaps nothing that you need for this).

All the best


I have updated this reply, with more information.

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 13 October 2016 06:16 PM   [ Ignore ]   [ # 4 ]  
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P.S.:

I had added already a video link above, so before I add too much, here is a little screen capture of what I got after investing more time.

So I was really curious to see how I could get it done, even knowing that one could get only a single expression/movement from this.

https://www.amazon.com/clouddrive/share/tJjO9sd9PcVVyo2Ak2scQoGXgj3GnNDWEYU9KNkUYtQ?ref_=cd_ph_share_link_copy

To really smoothly close the eyelid was impossible, and after half an hour of weighting the two back and fore, I made up my mind: The Pose Morph is the tool to go here, at least for me. Since it can easily store every single point and is easily adjustable later. I know that I could use the Correction Deformer perhaps connected to the XPresso, but well, it feels like fixing things with the same amount of work that would go into the Pose Morph by itself.

There are reasons to use joints for facial animation, but simply put, the majority of the plus points are in the field if exchange to other 3D packages, so far I can tell. It is certainly a longer discussion and such a discussion will be flavored by the definition of the complete pipeline in question. I would make a very simple object and run it along the pipeline first. Then adjust.

I hope you get it working either way;

My best wishes

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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