Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 27-10-2005 , 03:02 PM
Forlax's Avatar
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Texture on animated models

This might be a bit of a newbie question but I am going to post it here anyway.

I've created a human head. I will animate elements of the head i.e. binking, expressions, lip sync etc.

How do you go about creating a texture for a model where the individual vertices (and hence UV's) will be transformed into new positions?

Surely ifyouI texture before animating the UV's will screw up and thus the position of the texture.

But animating first will surely create problems. For instance, an eye blinking would require a texture for open and closed. And also in betweens.

This is a puzzle to me.

Can somebody advise me please.


Thanks,

Forlax.

I used to be indecisive, but now I'm not so sure.

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# 2 29-10-2005 , 06:45 PM
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To my knowledge you just let the UVs shrink and expand... so long as you don't go overboard with the animation and your rig is set up correctly it should work fine.

As for eyelids, I believe you don't --texture-- that, you just create a thin skin of geometry over the eyes and animate that. (And I just check in "The Game Artist's Guide to Maya" from MtMcKinley and it aparently says the same thing)

Keep note I haven't actually done anything human yet... so someone else may want to jump in.

# 3 29-10-2005 , 09:03 PM
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Location: Seattle, WA
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the UVs won't animate over the texture, no matter what the geometry vertices do, unless you specifically tell them to.

So ,there shouldn't be a problem.

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