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.
Hi all.
I have a set of characters and they have their heads all set up with blend shapes. But to make the heads slightly different to each other I have used the Soft modification tool. But how do I bake or delete the cluster from history without it reverting back before it was applied?
what I usually do - pose the skeleton. duplicate the geometry - tweak it - delete history + blindnodes - connect as blendshape.
which means you can disconnect/connect your blendshapes as often as you need. it does not make any difference as long as you don´t delete history on your bound geometry. but blendshapes don´t get enveloped to the skeleton, so -
explain to me if I got something wrong?
everything starts and ends in the right place at the right time.
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