This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
I'm a little confused as to the difference between the two. I know that attach actually joins two objects together and stitch seems to keep the two surfaces separate, yet "stitched" so you can deform and everything remains smooth. Just playing around, After I successfully stitch matching planes then start moving hulls or what not, I get the following:
Code:
Error: globalStitch6 (Global Stitch Node): Stitch on NURBS surface failed
Is there some kind of limit as to how far you can edit a stitched side before it starts losing its...um..."stitchiness?"
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And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.
<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.
Nah, all I did was create a nurbs plane with default settings and pulled a couple hulls to shape it. Then I just duplicated & moved it it and lined the ends up. Then stitched. It might just be that severe deformations blow it out of whack.
ok, this usually fixes all nurbs problems... If you are sure that your surfaces should stitch but dont, its probably a surface anomaly. I dont know why they happen but the happen. this process will work for most annomalies
Export the surfaces to IGES files. Together or seperate makes no difference. start a new maya scene and import the IGES file(s). Perform stitch.
Hope this helps.. my trick bag is now empty.
<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.
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