Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I was animating my object in a way I setted 2 keys using only one axis to rotate it. From the first key to the second, I only rotated, say, 30 degrees. When I play the animation, Maya creates the interpolation backwards, like if the object was rotating the other 330 degrees.
How can I do to revert the way Maya calculates the rotation?
How did you key the rotation? Sometimes Maya gives this kind of problems if you use the manipulators.
Try to to set the keys inputting the angle values in the rotation channel and key it.
I tried both methods and the both worked right.
One problem I see when working with the channel box is that when the numbers are messed up it gets a little complicated. And when dealing with rigged objects, I can't always seem to reset the tranform values for the joints.
Think there's tools in rigging techniques that would help in that cases...I'll try to learn them.
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