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.
Hi all.
I have a set of characters and they have their heads all set up with blend shapes. But to make the heads slightly different to each other I have used the Soft modification tool. But how do I bake or delete the cluster from history without it reverting back before it was applied?
what I usually do - pose the skeleton. duplicate the geometry - tweak it - delete history + blindnodes - connect as blendshape.
which means you can disconnect/connect your blendshapes as often as you need. it does not make any difference as long as you don´t delete history on your bound geometry. but blendshapes don´t get enveloped to the skeleton, so -
explain to me if I got something wrong?
everything starts and ends in the right place at the right time.
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