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
As an ex Softimage user trying to be comfortable within Maya, I came across into a strange problem that I think it is related to the local spacing of the blend shapes and the evaluation order. I just added blend-shapes before skinning process and everything goes fine when the mesh is in the bind pose. Upon applying some animation, there appears some offset problem.
In softimage, solving such a problem is a breeze where you have to make blend-shapes be evaluated after skinning by putting secondary shape constriction mode into action.
here is the result that I am getting:
as you can see, shoulder area of the mesh has some unwanted stretching problem.
BTW I just tried to change the order of inputs but it doesn't solve the issue also
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