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Autodesk maya 2017 polycount
Autodesk maya 2017 polycount








autodesk maya 2017 polycount
  1. Autodesk maya 2017 polycount skin#
  2. Autodesk maya 2017 polycount free#

That’s how a good rig is set up and meant to be animated (and IK doesn’t care ) ). Similarly, twisting the forearm should be done at the wrist, not at the elbow.

autodesk maya 2017 polycount

What you could also also do is only rotate the elbow in one axis, then twist the arm at the UpArm control which is what you’re probably really supposed to do. I believe the best order is one that goes “axis that I will use the most” - “the least” - “medium”. Any rotation that is in more than one axis is massively recalculated by Maya, this is also part of what the Euler filter does when you use it.Ĭhanging the rotate order of a controller will smash up any animation you have on it. XYZ means the Z axis is a child of Y, and Y is a child of X, so to speak, meaning X will affect the other two but X itself will be the most stable axis. Picking the right rotate order can be vital for a few really specific things, and is relevant for wrists and necks that move in all 3 directions. One way to get around the lock up is some tight graph editor messing, totally possible, but also, you could grab the offending controllers and…Īdd Rotate Order to your keyable channels so you can change it I might personally lock the elbow down to one axis but I know animators would hate me for this unless the rig was very anatomical. So what’s probably happening is you’re rotating a lot and the axes start collapsing - set your rotate tool to Gimball mode to see the effect of this. autodesk maya rigging skinning tutorial mayaderps It will also fail if the old mesh has problematic transforms or history. It will fall short if the mesh changes are significant as it does not have any differing options for projecting the weights. There’s another function, called Substitute Geometry which will attempt to replace the geometry in the skincluster, however it is not as powerful as this method. Your new mesh has now inherited all your hard work skinning from the old version, so go ahead and delete it. Having said that, since my new mesh has 4x the vertices, the overall skinning can certainly be improved.) (I only had to fix a few flying verts in the mouth. If the two meshes share their UVs you can make the cleanest getaway, however the other options are usually really good if the meshes overlap as much as shown.

autodesk maya 2017 polycount

Autodesk maya 2017 polycount skin#

Select the old mesh, next the new, hit Skin > Copy Skin Weights (option box). Skin the new/fixed mesh to the same joints with the same settings for max weights and skinning method that you originally bound with - but don’t bother painting any weights. Have a set for the relevant skinning joints to make it easier to pick them (you may have to do this often, after all). How do you make a clean getaway?ĭuplicate your model, fix what needs to be fixed, delete history, freeze transformations and now follow along. You’re rigging, happily painting those skin weights, when you notice something in your model that really needs to be fixed. UV mapping tutorial autodesk maya autodesk maya tutorial Don’t forget to ask questions if you have them. Over 100 followers! Despite me not posting for a long time - still on internship, and having a great time. If you’re working on a ripped game model, it probably has a lot of mirrored UVs.

autodesk maya 2017 polycount

Second layout command will now be able to fix them. Why? If some of your shells are flipped (back side up) the first layout will usually scale them wrong (tiny) and flip them rightside up.

Autodesk maya 2017 polycount free#

Rotate: Free this used to suck, but now Maya will actually attempt to straighten shells neatly. Scale mode should be uniform always, if your shells are already unfolded correctly. Prescale: Object will attempt to re-scale UV shells so they have similar resolution. In addition, I’ve posted my typical Layout settings: It also has the same old shelf button in the polygons shelf. In Maya 2016, the UV editor can be found in the polygons menu under UV. I was trying to explain someone about baking, and realized I’d have to explain UVs as well - it’s a very abstract thing, after all.










Autodesk maya 2017 polycount