Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 13-07-2012 , 07:11 AM
bullet1968's Avatar
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Skeleton normals

Hi guys,

some advice if possible. I have some dynamic characters I tried to import into an engine, now I am told my skeletons normals were broken and NOT orientated correctly. I assume that all joint were not pointing 'up' in the Y axis or something. Has anyone heard of this?

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 2 13-07-2012 , 08:34 AM
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Whats the game engine Bullet............dave




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# 3 13-07-2012 , 09:26 AM
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Hero dave......Im just curious as I never went to school for modelling and have never heard or seen this normals issue with rigs. Even in tutorials I have seen they dont explain it...something you dont get in the uni of life by the looks of it.

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 4 13-07-2012 , 10:41 AM
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Just found this on the net.........dave
Face Character into -Y for Max; +Z for Maya.
To make life smoother, all rigs in 3ds Max should be facing in the -Y direction, which is also the default for any Biped created; +Z for Maya. This helps with consistency for the production and it also plays nicer with the scripts that have been written for the exporter.
link:https://hewiki.heroengine.com/wiki/Cr...Add_a_skeleton




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# 5 13-07-2012 , 12:31 PM
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