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 everyone,
I did the tutorial in this site about the skeleton structure and I wand to know how to attach that skeleton to a polygon/subdiv/NURBS/something mash, so whan I rotate a joint, the geometry will change accordingly.
I've looked through Maya's help and didn't found anything...
Help please
selectthe joint root, then select the body and then go to skeleton smooth (or rigid) bitnd, you'll then be into the fun and joys of painting weights on your skinned object
If your new to Maya, i would avoid the skinning/Painting Weights topic for a longtime and get to grips with modelling first. Once thats done and your happy with that, move on to creating rigs and getting them to move properly. Only onc e you are happy working woth these two subjects should you move onto skinning and binding
Modelling good geometry is the key to getting good skinning and then good animation from that. Painting Weights (skinning) is a very hefty, long and boring process and really should be looked at once you are happy with modelling geometry for characters first.
Please do not take this as a negative thing. Just be aware that the subject is very boring, long and time consuming and that there are certain pre-requesits that should be covered first.
Chris (formerly R@nSiD) Twitter When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
Yes. Creating the Skeleton with Joints is PART of the rigging process, but theres more to it with custom controls, blend shapes, IK/FK Handles and painting Weights...
Chris (formerly R@nSiD) Twitter When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
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