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 02-09-2005 , 10:47 PM
danotronXX's Avatar
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frequent problem i still dont know how to fix

after i "bind skin" a skeleton to objects and move the joints a little bit, i get this funky crap that i can never get rid off. its like the compressed area of polygons that pile up and start sticking out of the surface and stuff.

here's a shot:
https://img338.imageshack.us/my.php?image=problem3mu.jpg

# 2 02-09-2005 , 11:34 PM
BMS's Avatar
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Post a wire of it prior to moving any joints, I'm guessing the issue is mesh related.

# 3 03-09-2005 , 06:15 AM
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It looks like you need to paint wieght to your vertices.
Look up painting wieght in the help files , but basically each vert has to be influenced by a perticular joint and you have to make sure that each vertices is influenced by the right joint to give you the correct deformation.

I believe Mike Mckinley has a tutorial demonstrating this at his site
https://www.mtmckinley.net/

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