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 20-11-2004 , 07:23 PM
Join Date: May 2004
Posts: 233

painting weight frustration

I have finaly completed the rigging of my model and need to paint the weight.

Everything is simple except that when I try to paint and area, for exemple fingers, I sometime paint by accident another, ex: torso, and dont notice it until I do some testing by moving the squeleton.

This is very frustrating because I have to fix it and while doing so I also happen to paint on another area and the problem repeat itself over and over...

So is there a way to make sure that once I paint weight, it will never change?

Or to prevent Maya to add weight to area that are not directly connected to the one I am working on?


# 2 20-11-2004 , 07:43 PM
vladimirjp's Avatar
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
toggle hold weights to on. .

or if u are doing smooth skinning, use the "bind selected joint" method, and choose only joints the may accfect your skin.
[ie. for fingers, all finger joints and wrist joint or possibly a forearm joint- may affect your hand skin. u can then mirror the weights across on the other hand.]

for the mirror to work properly, you may need to bind both hands at the same time to their corresponding joints.
this method is a little tricky, because of how maya displays selected joints.
otherwise use the hold weights options to make life easier.

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