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
should I add these before or after I bind and paint my mesh to a skeleton? Also, do I need to copy the whole mesh to make the shape or just the area in question (could I just duplicate the face faces for a smile for example).
I make my blendshapes before rigging and you shouldn't attach everything , for blendshapes you"ll need for starters only the head(some people include a bit of the chest to simulate breathing).
And yes there are issues that could arise, but not neccesarily
I have tried just duplicating the faces I need, or duplicating them all the deleting those I don't need, but in each case it will fail to make a blend shape - it says that the meshes don't match. Am I doing something wrong?
Also, can I safely bind and paint him before the blend shapes? It's just that I'm keen to get him rigged up first if possible - can I just adjust the deformation order later in the inputs list?
Select the faces you want to use as blendshape then select extract (somewhere in the polygon menu i believe)
Then go to objectmode and you have to separate objects head and body now you can select the head and duplicate it several times for your blendshapes.
And a final advice;
Don't rush it just take the time you need every step off the way; my motto is first do it good then quick.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off