Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 15-03-2005 , 02:38 PM
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Problem with skeleton?, or skinning?

First thanks for the help,

i'm making my first animation of a character (woodman) and i don't know how to make the skining, i've already made the skeleton but when i try to make the skining process using smooth bin or rigid bind, i got skin deformations but this character is made of wood like a robot, i want to know wich is the best way to make the union (skining) of the skeleton of the articulated character like a robot.

sorry for my english, is not my language, and thanks for your guidelines

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# 2 15-03-2005 , 03:21 PM
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actually for your model I wouldn't recommend smooth or rigid binding. Rather, parent limbs to joint, and walla, no deformations.



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Last edited by mhcannon; 15-03-2005 at 05:27 PM.
# 3 15-03-2005 , 04:58 PM
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sorry, i don't got it

# 4 15-03-2005 , 05:52 PM
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No skinning required. Just parent the limbs to the joints. In this example there are two cylinders (think of them as an arm). Select the upper arm (cylinder 1) then shift select the shoulder joint (joint 1) then press "P" to parent the upper arm to the shoulder joint. Repeat this process for each limb. Here the forearm (cylinder 2) would be parented to the elbow (joint 2). By parenting, your child objects (limbs) maintain their shape while still be moving by the parent joints. No deformations incurred. Hope that helps clarify this.

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