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 18-12-2008 , 08:17 AM
jakess's Avatar
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Why seperate body parts in rigg?

I would like to know why in some Character riggs the body parts are completely separate? No modeled body part is connected to the other, the only thing binding the character is the rigg. How do they get the rigg to be smoothed out etc. when its time to render?

# 2 18-12-2008 , 09:59 PM
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They either dont, as in they just made the rig to do some animation with and arn't concerned about have a good model. Or its a proxy, in which case you can somtimes find an attribute on the rig which lets you switch out of proxy mode.

A Proxy rig is low res version of the character, roughly bound or parented to the rig, they are much easier to interact with than a full bound model which may have skinning, wrap deformemers, and various other things controlling it.


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