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 29-06-2003 , 05:43 PM
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Rigging question- combining and grouping

I am trying to rig the mice I am making for the competition and have a query- in order to rig the figure do the parts have to be joined together (as in combined in polys or attached in subds) or can they simply be grouped? Sure there is a simple answer but I cannot find it.

Secondly, I rigged a subd character previously but in the references I have they say make a low poly proxy and bind it to the subd surface. I am not animating, just posing, is it ok just to stick to subds and not bother with the proxy? I know it is harder to paint weights that way but as I'm not planning on them moving I just want to check whether it is vital.


Last edited by Witchy; 29-06-2003 at 05:54 PM.
# 2 29-06-2003 , 06:01 PM
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I do not necessarily combine or group when binding. I select all the components of the body to bind and then bind them, whether or not they are combined or grouped.

# 3 29-06-2003 , 06:15 PM
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That's good news as I was having funny results from trying combining!

Much relief, thanks, and thank you for the very prompt reply.

# 4 30-06-2003 , 10:29 AM
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Re: Rigging question- combining and grouping

Originally posted by Witchy
Secondly, I rigged a subd character previously but in the references I have they say make a low poly proxy and bind it to the subd surface. I am not animating, just posing, is it ok just to stick to subds and not bother with the proxy? I know it is harder to paint weights that way but as I'm not planning on them moving I just want to check whether it is vital.

it is not vital. but you would do yourself a favour if you bind to the poly proxy. and if you did not do anything on subd level, it is even advisable to convert to poly, rig completely in poly and then convert to subd with proxy object. why? you probably want to have very fast feedback while you paint the weights - and testing every now and then if the weights perform as intended while you move some bones. imagine you decide to animate it in the future - if you only painted the weights for a goodlooking pose, you had to start from scratch to make it animatable.

just my $ 0.02

# 5 30-06-2003 , 02:51 PM
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subd is a lot slower than polys

to make it even faster u cud convert ur unsmoothed model to polys, then convert ur smoothed subd model to polys so u have a mesh and a proxy both in polys, then in the connection editor u bind the meshes and wud b a lot quicker than a subd model


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