Hi Chris, ====================================== from Franks website: +++ I found the the hand was bound to the spine (1)++++ of the character the simple solution is to select all of the new points that have been added and all of the joints in the entire skeleton and then use the unbind function. This deletes any erroneous binding and let me bind the hand correctly to the bone for the hand. Once this had been done it was a simple matter of switching the skeletons constructor on once more and the characters mesh snapped perfectly into place. You can use the same method if you are simply adding in new geometry by using the knife tool again check for erroneous binding and always save your model before you perform the operation. ======================================
(1) to find out that points are binded unwanted to joints: Select both (mesh and skeleton) and switch in point edit mode, then deselect all points. Select the skeleton joint by joint and press Select from the skeletons menue to check if no points are binded to a joint ( or use Carlos great SkinManager for a visual feedback ). Hope this is helpy, Matthias ----- Original Message ----- From: "Chris Sellars" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, November 05, 2005 11:36 PM Subject: Re: Duplicating rigged models > Hello Matthias, > > The "Map" tab is empty as I have only used point mapping, not lattice > mapping on the SDS object. > The file is huge, so I will try and strip it down to a much smaller version > containing only the problem. > If I can do this, I will send the file with my next mail. > > Thanks, > > Chris Sellars > Morsel Animation > > ----- Original Message ----- > From: "Matthias Kappenberg" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Saturday, November 05, 2005 8:33 PM > Subject: Re: Duplicating rigged models > > > > Hi Chris, > > > > what's with the "Map" tab of the properties window. > > After unbinding you must delete the "mapped to ..", too. > > Is there a file to reconstruct the problem? > > > > Matthias > > >
