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 01-10-2003 , 02:23 PM
bingo's Avatar
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soft body

I seem to be having a problem with soft bodies ... I have geometry, representing a cloak, this is split left to right causing the cloak to be in two pieces, the lower piece is a soft body with springs yada yada yada ... but I want the top edge of this piece to look as though it is still attatched to the upper half of the cloak (which is not a soft body) when the chararcter moves ... unfortunately, although the movement of the soft body is exactly what I want, it seems to tear away from the upper part, which ... as you can imagine, is not what I require. So ... to cut a long boring story short ... does anyone know how I can keep the top (joining edge) static and avoid it tearing away from the upper part of the cloak ...

Looking forward to hearing a solution ...

Many many thanks.

Tony.

# 2 01-10-2003 , 02:38 PM
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You should be able to increase the goal weight of the vertices along the top portion of your softbody.

# 3 02-10-2003 , 09:20 AM
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the goal weights are already set to 1 ... I've cahnged it now so the cloak is all one piece, did this after alias support suggested it, unfortunately the cloak moves around as a whole now and dosn't stay rooted to the characters shoulders. user added image

I'm going to send them the file to see if they can do anything.

Cheers for the reply.

Tony.

# 4 02-10-2003 , 09:58 AM
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# 5 02-10-2003 , 07:09 PM
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Good one Mike, I was going to suggest doing that in combo with throwing a lattice in them holding together the 2 pieces....

But then I thought about it more....

Good luck with the support request!
Let us know if they lead you to a fix.


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
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