This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
I wonder if anyone has experienced this issue before. I have a hand made in a hierarchy and i am creating a rig for it using attributes (I'm new to Maya from xsi so I'm learning as many different rigging methods as I can.)
Whenever i go to rotate the finger joints the main object of the finger segment stretches. is there any way to prevent this? (aside from using blend shapes) there are currently no attributes available on the items in question and the history and translate have been deleted and frozen.
each segment is arranged :
top segment
- Wire attachment ring
- top hinge
-- bottom hinge
--- bottom segment
--- Wire attachment ring .etc
The wires move using clusters of points on the wire object that have been parented to the rings.
hmm to my knowledge I haven't grouped anything in this scene. I tried ungrouping the object but it just knocked it out of the hierarchy. I tried moving it again and the same effect happened even outside of a parent group. looking at the hyper shade its shape is only connected to the initial shading group.
I then tried grouping the object but the same thing happens even under central rotation
I've even tried re-modelling the finger tip but the same effect happens
its strange because the other two segments of the fingers work fine it's just the tips
Thanks for your help anyway
edit:
Ahah! i finally fixed it. i duplicated the joint above the second knuckle and replaced the existing tip joint with it it now seems to work! its odd because thats how i made the finger in the first place but ho-hum at least it works!
thanks again
Last edited by pineapple_pirate; 19-03-2010 at 08:54 PM.
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