Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 10-06-2003 , 06:30 AM
olivermagno's Avatar
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rigging and weighting need help

i am weighting this dog, as you can see in the image the weighting is some what very difficult to acchive,

do i need to extend the geometry, or do i need to add some isoparm in the body, or do i need to make the body and leg as one object?

for almost 5 days i am stuck in this scene figuring out how to attain a realistic dog movement.

any comments are highly appreciated.

thanx

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Last edited by olivermagno; 10-06-2003 at 06:34 AM.
# 2 11-06-2003 , 10:20 PM
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im not sure what you want to achieve?


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# 3 12-06-2003 , 06:43 AM
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sorry i have attached the wrong pics.
here's the true one:

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# 4 12-06-2003 , 01:31 PM
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If its nurbs or sub-d you can use edit membership tool to assign points to different joints..... You can also make the geometry a bit long as well...


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 5 15-06-2003 , 11:23 PM
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thanx, but i'm wondering what to use,

i am much inclined to soft bind, but some says that it is more intuitive to use the combination of rigid bind and soft bind. could someone tell me the pros and con of the two?

thanx a lot.


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determine our destiny.
# 6 15-06-2003 , 11:29 PM
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Well if your sticking with nurbs.... rugid bind so you can use flexors, but if your going poly smooth is best..... and you can paint the weights and use blenshapes for some of the hard defromations.

4 legged characters are a bit harder to weight than humans.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 7 16-06-2003 , 11:24 AM
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i guess i'll try the rigid bind, this character gives me an adrenalin rush, its hard but its pretty challenging, thanx kurt.


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