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
I made my eyelid vertices into a cluster. I put the pivot point of the cluster in the centre of the eyeball. The eyelid vertices rotate round the cluster fine, but once the head is moved into a new position I encounter problems. If I parent the cluster to the head joint in the skeleton the weights on the cluster seem to double up with the head joint weights of the clustered vertices, which makes the eyelid vertices move out away from the head. If the cluster is not parented to the head joint then the clustered vertices move fine with the head, but the pivot point is left behind and so the eyelid veritces no longer rotate around the eyeball.
select ur character's face (right click and select "input>complete list) then change the deformation order
make sure clusters are 2nd below whatever other deformation u may have on your character.
thanks to both.
I tried changing the deformation order but it didnt work. I must be doing something wrong.
If i made the eyelids blendshapes would they not follow a linear path rather than rotating around the eyeball?
you could also make a combination of skinning and a blendshape...
e.g. make 2 joints (parented to the headjoint) in the middle of each eye... to get the arc when closing the lids, the lids should then be weighted to these joints, and a blendshape could e.g. also be used, to make the outer corner's of the eye look right when they are closed...
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