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
