Hey guys, what is the proper way in Houdini to add new joints to a skeleton after a mesh has been captured? i realized I needed to add an extra joint to the skeleton and I had already skinned and posed my skeleton.
When adding a joint to the posed skeleton, it makes the mesh deform weird (almost as if the joint was pre-transformed). When I try to use the capture pose, I cannot see my bones anymore, only my capture regions
Thanks in advance!
-G
add bones to skeleton after a mesh has been skinned
3341 3 1- grayOlorin
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- goldfarb
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without actually seeing your file I can only offer some suggestions…
make sure the new bone is added with a new capture node and that Destroy Existing Weights is OFF
in a textport ->
cd to the level where your new bone is and run bonealigncapture
example
/ -> cd /obj/myCharacter
/obj/myCharacter/ -> bonealigncapture -c myNewBone
this should do it…you'll have to adjust the capture region and/or paint the weights…
you may want to put down a capturecorrect but it may not be needed…
make sure the new bone is added with a new capture node and that Destroy Existing Weights is OFF
in a textport ->
cd to the level where your new bone is and run bonealigncapture
example
/ -> cd /obj/myCharacter
/obj/myCharacter/ -> bonealigncapture -c myNewBone
this should do it…you'll have to adjust the capture region and/or paint the weights…
you may want to put down a capturecorrect but it may not be needed…
- grayOlorin
- Member
- 1799 posts
- Joined: Oct. 2010
- Offline
- grayOlorin
- Member
- 1799 posts
- Joined: Oct. 2010
- Offline
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