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 13-07-2012 , 07:11 AM
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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?

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bullet1968

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# 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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