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
Hi
the scene contain Only a model (man character) and it's skeleton.
i want to use blendshape to fix some bad result with the smooth bind,
let's say the arm bend.
i'm using a positive and negative blendshape (parallel) and the correction works very
well untill i rotate a higher joint in the hierarchy, for instance the shoulder joint, then the
blendshape starts corrupting as far as the rotation grow.
without the blendshape there's no data change at all in this area (with the same
shoulder's rotation so the problem can't be with the smooth bind weighting)
i have try to create a similiar blendshape correction at a finger area and i've got the
same problem
the problem occurs whenever i'm trying to rotate the higher joint(s) but it seems to be
just fine if i move those joints and not rotate
order of deformation is unchangeable, i guess because the parallelBlender node
sorry about my english and thank you for the patient
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