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 03-08-2004 , 06:44 PM
gohan1842's Avatar
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NEED HELP WITH JOINTS!!!!!!!!!!!!!!

hey im still working on the doc oc arm and i will add the detail and stuff to it later but i need to kno if is better to start off with one spahe for the arm and model it outor use multiple shapes for one arm cause i am trying to get it to bend realistically

# 2 03-08-2004 , 06:46 PM
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For something like the Doc Oc arm, I would recommend using separate shapes to maintain their rigidity. You can also use instanced shapes, since all the segments are pretty much the same. That will save you some hassle when you're trying to edit the pieces.

As for the rigging, I would recommend using joints and possible spline IK. Spline IK is a bit weird to work with, but, considering the number of pieces you are working with, it would probably be a good solution.


Danny Ngan
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# 3 03-08-2004 , 06:53 PM
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ok thx but does this work
i made an extruded shape and dupliacted/translateed it many times then i grouped then deleted the history then freezed transformations so will it work

# 4 03-08-2004 , 07:10 PM
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ok thx but does this work
i made an extruded shape and dupliacted/translateed it many times then i grouped then deleted the history then freezed transformations so will it work

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