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 30-06-2008 , 08:50 PM
Registered User
Join Date: Jun 2008
Location: Los Angeles, CA
Posts: 229

Funny Splitter

I've modeled a headphone splitter, for use as a character... yes, a character. The female ports are the feet, the male jack is the head... and that's not a comment on sexuality either (my film school would say I'm a misogynist pig :< )
Anyway...

I built a skeleton, and set some Ik handles. Worked fine. I skinned it, and, well, it seems as if the feet have a funny relationship to the head, as well as the neck having a funny relationship to the head. Observe below:

A note on construction: the black plastic is 3 subdivs: a head, feet, and the cord in between, grouped together. The gold connectors, also subdivs, are each grouped to their corresponding head piece.

A note on material: A applied a black lambert shader to the male jack's two indentions, and it shows up in the viewport, but as you can see, the thing is solid gold during render. Hints?

A note on image: Left to Right
Splitter Model, Splitter Model: Head Close, Splitter Leg issue, Splitter Leg issue, Splitter Neck Issue

Thanks!


--
Peter Srinivasan
Producer
# 2 30-06-2008 , 08:51 PM
Registered User
Join Date: Jun 2008
Location: Los Angeles, CA
Posts: 229
And the image :< Sorry.

Attached Images

--
Peter Srinivasan
Producer
# 3 01-07-2008 , 10:04 PM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
Could be a skin weights issue? :x


- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
# 4 02-07-2008 , 03:19 AM
Registered User
Join Date: Jun 2008
Location: Los Angeles, CA
Posts: 229
Sadly I won't be near maya for a few days (vacation!) so I'll have to try when I get back... skin weight. That makes sense. I'll look into it. After :<


--
Peter Srinivasan
Producer
# 5 09-07-2008 , 09:16 PM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
if you've got IK handles going they seem to be doing the job correctly, unless the skeleton is bending in the wrong direction or something... when the IK manipulator is pulled further than the limb it points in the correct direction but straightens out. if the IK manipulator is moved in to a position shorter than the limb it will bend at whatever joint it has... so it looks as if it's performing correctly.

maybe you could enlarge the two problem shots, circle the errors, and give a description as to what it's doing and then what you'd like it to do instead?


Accept no substitutions.
# 6 10-07-2008 , 04:00 AM
Registered User
Join Date: Jun 2008
Location: Los Angeles, CA
Posts: 229
in the photo, you may notice the extreme enlargement of the gold connetor on the top on each of the foot bends. That is the problem, the attachment of the head to the foot. I am trying to change weights, but unfortunately, as you could see in tech issues, with certain joints, if I try moving the viewport it crashes... so that's a problem also.


--
Peter Srinivasan
Producer
Posting Rules Forum Rules
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

Similar Threads