Complex UV Layout in Maya
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
# 1 04-05-2011 , 04:42 PM
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Join Date: May 2011
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locators to joints

Hello all, I was brought to this community as result of days of searching for a simple solution for my problem.

I have simple FK rigs I want to drive by a using a heirarchial locator mocap substitute

each locator has translation and rotation info that corresponds with a single joint.

I tried setting up a constraint system with point/orient/aim constraints... these setups gave poppy and jerky results

I tried FBIK (yuck) but this also caused popping and lost animation details...

I even tried skinning my models to the locator skeleton.... the problem with this was i cannot import/export skinweights....

my question for you is this.....

can i easily convert my locator in their current heirarchy to joints.

this would allow me to at least import export skin weights


thanks in advance
jamtho

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