Hi, I´m devant, and since i have not much to do , i opened this thread.... for people using maya who gets troubled by little things... feel free to ask.
Hi, I´m devant, and since i have not much to do , i opened this thread.... for people using maya who gets troubled by little things... feel free to ask.
Is there a trick to skinning or is it all 100% trial & error?
Just checking since everything I've read seems to point in the direction of trial & error with a couple of tricks thrown in..![]()
Mhhh... i want to know what do you mean by skinning.
Maybe texturing is the exact term?
mmmh... in that case, there are different texturing techs depending on which kind of models you use, if they are polygonal you must check UVs and UV maps... and if they are Nurbs, it´s not that easy, since you need to rebuild the surfaces, which helps you making the spans` distance uniform, and even then, your image must match the best possible..
wait... skinning... lalala... it´s about making a character have a skeleton... mmmh.. about that, the trick on a fine skinning is having a nice skeleton and clusters atached to it, making muscles and stuff behabe the way they should...
Hmm.. I will look into using clusters..
maybe I need to find some better tutorials.. heh
I still have not had a chance to look through these forums in depth
I'm sure there is something here that can help.
Thanks for the tip![]()
May or may not be of some help, not a tutorial per se but some ideas to check into.. http://www.highend3d.com/boards/show...lapsed&sb=5&o=
Have not done much rigging but I always had better luck with component editor than using paint skin weights. Also the topology of your surfaces is very important for good deformation.
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