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Old 01-12-2002, 11:45 PM   #1
pitbull
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Default hi! maya newbie here :-) (max user for 4 yrs help on clearing things up)

hey!!!!! im new here :-)

ive been playing w maya for sometime now...i made a teddy bear..put fur on him...skinned him(mayas skinning sucks for me...or i havent seen the more fancy stuff)...heres one of my probs :-)...the bones act weird for me..the swivel angle(twist)seems erratic......and! in max...bones are the ones in between the joins...in maya..its the joints that define a bone....weird...can somebody explian this to me? or point to a cool tut on bones :-) thanks!!!!!

done flame me....im new here :-) flame me when im a regular here :-)
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Old 02-12-2002, 12:24 AM   #2
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If you can post up a picture, but it seems that you just have to set prefered angles on some of your joints. I'll be able to help ya out more once I see a picture.
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Old 02-12-2002, 02:14 AM   #3
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Welcome to Simply Maya, pitbull. Enjoy the site.
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Old 02-12-2002, 02:14 AM   #4
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I'm planning on a character rigging vid in the future... hopefully it'll help out some.
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Old 02-12-2002, 05:54 AM   #5
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thanks for the replies and enthusiasm :-)

its just that when i woved the helper(ikhandle)the arm just bloody twisted :-(..... this does happen in max too,but not like the ones i get in maya.....how do i set the pref angle? i have been looking for this feature for a long time....i suppose its in the att editor? thanks :-)
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Old 02-12-2002, 06:21 AM   #6
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Try freezing your skeleton's transformations and then applying it.
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Old 02-12-2002, 08:13 AM   #7
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welcome to the best maya site on the net pitbull!
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Old 03-12-2002, 01:46 AM   #8
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mckinley: uhm...how do i freeze it? sorry newbie here :-(

kevin: thanks!!!! im so happy to see that people here are polite :-) and i still dont see the usual annoying impolite newbie w a bad mouth and the know it all attitude :-) cheers!
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Old 03-12-2002, 02:42 AM   #9
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Select your root joint or at least the top of the hierarchy of joints that you're having difficult with (ie. shoulder to select entire arm or hip to select entire leg) and Edit > Freeze Transformations.

Then apply an IK hanel. This usually works for me when the IK twists the skeleton up like you described.
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Old 03-12-2002, 08:05 PM   #10
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Hehe....another Max user converted ....Welcome to Simply Maya
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Old 03-12-2002, 08:35 PM   #11
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Quote:
Originally posted by Saiyan
Hehe....another Max user converted ....Welcome to Simply Maya
At this rate we will rulle the world HAHAHAHAHAHAHAHAHA AAAAHHHHAHAHAHAHA AAAAAAAAAHHAHAHAHAHAHAHAHAHHAHA....<cough> <cough> ..hmmm
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Old 04-12-2002, 03:52 AM   #12
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not really a full convert :-) i just want to have 2 softwares up my sleeve...there are still things i find indispensible in max :-) like the workflow and the robustness....etc...many would not agree w me but max's workflow is the best for me :-) but maya still rocks :-)
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Old 04-12-2002, 04:25 AM   #13
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to each his own.
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