Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 08-11-2013 , 11:14 AM
Registered User
Join Date: Nov 2013
Posts: 5

types of IK skeleton joints

Thanks i figured it out


Last edited by mix3; 09-11-2013 at 02:53 PM.
# 2 08-11-2013 , 01:16 PM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
Those are just two joijnts put on top of eachother, usually people will do someting along those lines ( though I wouldn't do it quite like that) as volume preservation joints. I'd put a bit of a gap betweent the two joints at the elbow otherwise you will get strange joint orientations.


FX supervisor - double negative
# 3 08-11-2013 , 02:13 PM
Registered User
Join Date: Nov 2013
Posts: 5
I need to do that type of method and I'm trying to search all over online for that information, so that I can do it. Yes, I would do the simple way, but I've got to try that particular method. I don't know what's called?

an elbow to wrist ik. a leg twist.


Last edited by mix3; 08-11-2013 at 08:29 PM.
# 4 08-11-2013 , 04:47 PM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
It isn't a method that's built in or anything like that.
I could help you more if you tell me exactly what you're trying to achieve ?


FX supervisor - double negative
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads