Complex UV Layout in Maya
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
# 1 11-04-2011 , 04:39 AM
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Maya joints

Hello folks. Back again with yet another question.

If I am not clear. Just say it and I will be happy to draw it out.



Imagine this.

3 bones. In the shape of a Y

ok how would connect all at the center of the Y? Looking at the Y the joints are going from top to bottom.. so each top point of the Y is where the joint starts. Connects in the middle. and ends up at the 1 joint at the bottom. How do I connect these so I can grab the the middle and the the top two beginning joints.. Stay put whereas the middle and the bottom joints move

Is that clear? I dont know. Anyone know?

# 2 11-04-2011 , 10:38 AM
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This isn't possible, if I understand correctly you want the middle joint to be parent to both the left and right branch of the Y. Joints can only have one parent, using constraints will allow you to get a belnded result between both branches of Y.
Lets say you joints all orientated correctly:
joinYLeft, jointYRight, jointYMid, jointYend.
Duplicate JointYmid and name it jointYmidCon
Parent jointYend to jointYmid and then parent jointYmid to jointYmidCon
Then select jointYright and jointYLeft and then the child jointYmidCon and do a point / parent constrain depending on what kind of result you want (you will want to maintain offesets on the constraint settings).

The result will be the lower half of the Y blending between the positions / rotations of the two top branches.


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