IK binding many small objects...
Greetings - a Skeleton / Bind question...
I have modelled some pants for a character out of nurb patches, but I must be missing something when it comes to IK'ing them.
I built explicit stitches running down the seams, as I need to create an obvious stitched look, bump mapping wont cut it. Each stitch is an instance of a master stitch object, so I can edit its shape and have all the rest update, if need be.
Also, the various nurb patches and stitch models are grouped under a "Pants" Group node. This is the node Im selecting to do the bind.
Now, when I bind and deform said pants, the little stitches fly off in all directions - why do they not lock to the joints?
Ive tried deleting history, and freezing the transformations of the little stitches, but Maya tells me it cant freeze transforms because I have instanced geometry.
EG - here's before & after the bind/deform...