Hello @oglu
Do you think you can send me the guides export with the latest model so that I can take a look?
@Miquel is correct on the guides placement. When twisting this might go wrong. That been said there is a lot that can go wrong on this character if you don’t experiment different positions. What I usually do is generate an automatic skinning that will allow me to test several joints positions in a row that I think might work. This allows me to better control the deformation work later on. In this character is tricky because if has a lot of volumes and a pretty defined silhouette so placing the guides requires some hit and miss.
For the automatic skinning thingy what I do is the following.
- Build your guides rig
- Duplicate the full skeleton joints that mgear’s creates
- Bind the geometry to those dup. joints but with 1 INF MAX per vertex (to make a rigid skin) and a Dropoff rate of 100. The idea is to make the binding rigid and closest to the bone.
- At this stage I might go and rigidly paint/fix some of the influences but again this is rigid skinning
- Add a delta mush and a tension deformer (without squash) on top of the skin
- (optional when it comes to testing joints positions). On a duplicate of the mesh I bake the other meshes deformations using Maya’s Bake Deformations to Skin.
At this point you end up with a pretty much badly weighted asset but good enough for you to see how the mesh reacts to your joints positions. If you did step 6 you can even copy back that skinning to the actual mGear’s skeletton so that you can test the rig (I usually just move joints around).
Anyway, all this just to say that placing the guides and spending actual time on this step is going to save you more time down the road and will help you predict what type of extra deformation work you will need to do!
Cheers