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
really you would have though id get better at this but nope
when rigging and in the paint skin weights tool, how do you stop certain joints in the skeleton from influencing the geometry (without having to paint each one individually)
without a picture its hard to fiture out what you want.
If I'm guessing right, then select the geo then the joint you want to bind it to then do a smooth bind.
Then select the geo and in the componant editior remove the weighting influneces on the joints you dont want, OR just make all the verts have a weighting of 1 on the joint you do want.
Bind the object to the skeleton (the whole skeleton) then select then base mesh (the elephant thats had all the weights painted) and then the other object, then copy skin weights (off the top of my head I cant remember where it is, think its in skin, edit smooth skin)
It takes the weights from the underlying mesh and adds them to the other mesh.
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