Hello Matthias,

It was Frank's tutorial that I was following, and I was also convinced that
this would solve my problem, but unfortunately no points are bound to any
other part of the skeleton. I will try to recreate the problem from scratch
tomorrow on a brand new simple SDS and Skeleton, in case it is just my file
which is screwy.

Thanks,

Chris Sellars
Morsel Animation

----- Original Message -----
From: "Matthias Kappenberg" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, November 06, 2005 6:29 AM
Subject: Re: Duplicating rigged models


> 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

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