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
Hi there all,
I got this problem where I got all my weights set to my satisfaction throughout all the bones except for the hair bones, but when I try to adjust the hair bones, it messes up the weights on the other bones that I have already completed. I am following a book, that says to weight the other bones and fully influence the head to the head joint first, and then adjust the skin weights on the hair bones after you have completed eveything else. In addition, the book also says that I can adjust the weights manully by selecting the vertices and then go into the component editor and tweek the vertices in there when I have troubles with certain areas when skin painting weights. However, even if I select the vertices that I want and then manully edit them in the component editor it, still adjusts the other weights that I do not want to be touched. So, I was wondering how could I go around this problem?
Also, if any of you are wondering why I am not using the hair dynamics system, it is because I am mostly focusing on my character to be a game character which means that adding a dynamic hair system would not be supported for game related issues, so basically that is why I am using bones to control the my polgonal hair.
In the paint skin weights tool options there's a button for toggling "hold skin weights" on and off for all the joints. Turn it on for the other joints while your doing the hair joints.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off