How to fix weird issue of randomly stray vertices

Started by Don Jon Bravo, January 02, 2013, 05:37:14 AM

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January 02, 2013, 05:37:14 AM Last Edit: January 02, 2013, 05:45:32 AM by Mr.MW


Have You ever had this Issue?
Think u have to redo the entire Rig?
Dont stress it out Dude,
Its Fixable :happy:

Check the weight value for These "Strayish" Vertices in 3ds max
Unfortunately, only when imported into brawlbox they "stray-out"
But make a precision as to which vertix you think is getting this error, sometimes applying the moveset file and viewing the model only by polygons Helps

What you are looking for is for a weight value of something like this:
0.5 HipN
0.5 HipN
0.0 LLegJ
0.0 LkneeJ
etc


or something like this:
0.5    HipN
0.25  HipN
0.0    LLegJ
0.25  LkneeJ


As you can see the HipN weight is divided into two sections and that is a bug caused by 3dsmax...
It doesnt necessarily have to be the HipN bone, it can happen to other bones too.
How to fix it?
Simple
Head to the Weight Tool

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Sometimes adjusting the weight value on these "strayish" vertices is impossible so to repair it do this:
There is a button in the "Weight Tool" That allows you to copy a weight value of any other vertex.

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Copy the weight Value of a close-by vertex that is not corrupted and paste it into the "strayish" vertex.  3Ds max does not update the display of the new weight value so simply click on another vertex and than click back again at the "strayish" vertex to check the new weight value.  Adjust the weights on this vertex if necessary.
And that is pretty much it. Export Dae, and check in brawlbox.
You may have to go back into 3ds max if you did not catch all the "strayish" vertices but that is ok, just repeat the procedure and export once again...




To identify stray vertexes in max you could move bones around an see what they look like, can't you? Or is this a special case? Cause I've had vertexes multiply one bone before. I just select that bone on the bone list and give it the added value of the divisions. Then it works. Anyway, nice of you to make a tutorial, hope it helps people out.

Quote from: Iwvi on January 22, 2013, 07:57:01 AM
To identify stray vertexes in max you could move bones around an see what they look like, can't you? Or is this a special case? Cause I've had vertexes multiply one bone before. I just select that bone on the bone list and give it the added value of the divisions. Then it works. Anyway, nice of you to make a tutorial, hope it helps people out.
they look perfectly fine in 3dsmax
its just when they hit brawlbox that they corrupt