Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 03-03-2005 , 09:38 PM
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binding finger joints

whenever i bind 2 cubes, they are always attached.

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# 2 03-03-2005 , 09:40 PM
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next i did...

# 3 03-03-2005 , 09:41 PM
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whoops, here it is

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# 4 03-03-2005 , 09:42 PM
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then.... i did

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# 5 03-03-2005 , 09:43 PM
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and i smooth binded(finding out rigid bind sucks

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# 6 03-03-2005 , 09:50 PM
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but its messed up herehttps://img17.imageshack.us/img17/932/doc_ock.jpg

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# 7 03-03-2005 , 09:51 PM
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# 8 03-03-2005 , 09:57 PM
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arrows are pointing at the results i want, please help

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# 9 04-03-2005 , 03:18 AM
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First, crop out the unnecessary parts of your image and scale it down some.

Instead of binding, try parenting the claw digits to the skeleton joints individually. That should prevent the deformations you're getting.



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Last edited by mhcannon; 04-03-2005 at 04:59 PM.
# 10 04-03-2005 , 11:38 AM
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thanks mhcannon!! it is way better than binding, bind would be more on organic stuff rite?

# 11 08-03-2005 , 01:41 AM
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You could also smooth bind things like rope.

Rigid and smooth binding are for objects that need to bend at the joints area (rigid bends a bit different than smooth).
Parenting the objects in the joint hierarchy will make the object rotate with its parent joint and will not deform.
That's the way to go when building a skeleton for mechanical simulations and such.

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