Maya Animation :: Copy Polygons For Only The Head To Model Into Blendshapes
Jul 7, 2011
We have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.
Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.
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Sep 29, 2010
I have two models that are identical other than the faces. However, when I apply a blendshape, in addition to morphing between the two faces, motion is created in the legs of the target. These are FBX files exported from MB 2011 into Maya 2011.
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Sep 29, 2011
I was following a digital tutors tutorials mudox to maya creating facial expression. im trying to add my blendshapes manually how they did it in the video by applying the blendshape to a group but its not working at all. i get a error message that says blendshapes cant be applied to groups. how were they doing this this in the video.
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Sep 27, 2011
I'm trying to use the wrap deformer on an old rig (made with The Setup Machine 2 - non-joint influences). The new geometry I created has blendshapes applied to it. The problem I'm having is that anytime I change my blendshape values and even when just keying a value, I have to wait about 5 minutes before I can do anything else in Maya. Once I have placed just one key, any movement on the timeline has me waiting again. I cannot work like this at all, and goodness knows how it's going to affect batch render time.
Is there any workaround that doesn't involve me skinning my new geometry? I'm working on a tight deadline and I really can't waste any time.
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Jan 7, 2013
how to reorder vertices in a flipped head so blendshapes will work properly (I've modelled left side expressions and would like to just mirror them across if that's possible).
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Mar 14, 2012
How to create inbetweens for corrective blend-shapes and reversed shapes.
For example if we have 2 poses, "lidClose" and "browDown" with 3 betweens for each. It's not hard to create the corrective and reversed blends but it's very confusing to create inbetweens for reversed shapes.
Although logically it looks simple but it's been impossible for me.
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Feb 23, 2012
I have a couple of students whose models are flashing polygons badly when I orbit the panel. It kind of looks like when you have two polygons residing on the same plane, but I checked and that is not the case. The flashing stops when I zoom in on the model. When selecting an object, it becomes transparent (when zoomed out a bit).
The students said this occurred after they brought their model into the student edition, which they have at home, and saved it.
I am at a loss, and visually it is really bad. The renders are fine. Some of their objects have some modeling issues, but the flashing occurs with all objects, even simple ones.
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Jul 26, 2013
So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
[URL]....
This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.
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Jul 21, 2011
I'm supposed to model from scratch or find a pre-rigged model for some animation. I found a free rigged dog model for Maya [URL] .... that will fit my story perfectly, but I want to be able to change some of the geometry of the model, like modifying the ears and tail. But I can't seem to figure out how to do that! I'm able to select parts of the dog and move it around, but I don't know how to actually change the model itself. And if I do so, will it mess up the rigging? How do I go about editing this model?
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Dec 5, 2010
I am currently making a dragon and want to drive the animation of the wing membrane with nCloth dynamics.I have seen examples of this being done, I just can't figure it out.
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Oct 30, 2011
I have some trouble with my models in Maya 2012.
When I've done the skin-binding, and want to add the weigtpaint, sometimes out of nowhere, my model desides to stretch. I can try to fix it with weightpaint or unbind it and bind it again, but it keeps on doing it. Also, when I'm animating my model it sometimes happens.
I scroll in the timeslider to see how my animation is working, and all of a sudden it appears and no turning back with Ctrl+Z... Also, adjusting the weightpaint doesn't work.
Also when I'm animating, the keys I've set jump away. I have to key the whole skeleton, then it will stay in the position I chose it to be. I don't think that's what they want you to do, because it takes so much time... I've had this with several models now (all made in 2012) and several files. Though a model created in 2011 and rigged and bound in 2012 works perfectly...
I'm not sure if I'm doing something wrong or that my files are damaged somehow or maybe something else... But I never had problems like this in the earlier versions...
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Aug 12, 2011
I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?
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Apr 16, 2012
I don't remember how to copy keys on the timeline by dragging MMB.
I tried Shift + S, Ctrl + S and is not working. What is the keyboard shortcuts ?
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Dec 13, 2011
How to copy and paste keys? Can I do it in the timeline or graph editor, how?
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Oct 19, 2010
is it possible to transfer rigged joints to another model without causing problems
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Jan 21, 2013
So I hired a character rigger to rig a model for me, but now I need to update the model. Since it's a more stylized character, I thought that I could get away with a single polysphere for each eye. Now however, I've decided that in order to improve the look of the eyes I'll need to compose it of separate pieces (cornea, iris, pupil).
Here's what I had planned on doing:
1. Change the material attributes on the polysphere to be shiny/more transparent and use it as the cornea
2. Then constrain/parent the iris and pupil to the polyspheres so that they follow properly as the eye moves
I thought that this would be a good way of updating the eye without really messing with the rig, but I haven't been able to get it to work.
My questions are:
1. What's the best way to add the new pieces to the rig so that the eyes continue to function properly and how do I do it?
2. There's another method that I found online for procedurally texturing eyes that works quite well, but it requires the use of nurbsspheres. If I follow this method instead, what's the best way (if different from question #1) to either constrain the nurbsspheres to the polyspheres, or to completely replace them in the rig?
I've sent an e-mail to my rigger requesting these changes, but I was just curious for everybody's input for personal learning purposes.
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Nov 3, 2011
I am almost done with my model. He is in a naked state for the sake of making sure the anatomy is correct. I am preparing to rig, texture, and animate him. I plan on modeling the shirt and pants separate and use Maya's nCloth for those. I have also modeled glasses that are a completely separate mesh that will need to follow every movement of the head of my model.
Here is my issue, I am puzzled on how to model my shoes and socks.
1) Should i model them as part of the legs to eliminate further animation?
2) Should I model thee shoes and socks separate from the legs?
way to form a hierarchy where i can model everything individually and then make the main body rig a parent to everything secondary (shoes, socks, glasses, etc...)?
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May 20, 2013
Query on rigging, more to do on skinning. If my uv is a multi uv layout (0-1, 1-2 and so on) for a model then I am able to get the maximum size of texture for each part of the model.
When I take this to rigging then the model gets a default bind skin properly.However when we try to paint skin weights it starts behaving erratic after some time.I feel this could be due to the multi uv set feature.Is there a solution to work around this?
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Jan 26, 2013
I am having issues with rigging a simple character in Maya 2013. I was able to set up the joints and the skeleton but when I move the joints to start animating, the model moves separatly from the skeleton. It seems to be moving in the same direction but exponentially more than the skeleton, creating separation between the model and the skeleton. I am new to rigging and was going off the tutorial and am stuck at this point.
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Apr 7, 2011
This is a pretty basic function in the Graph Editor.
All I want to do is copy some keyframes at one point to farther down the timeline IN the graph editor. Basically, select some keys, move to a new time and paste those same values. When I paste, all it does is add keys to the existing curve. I haven't used maya in awhile (2008 version), but I'm PRETTY sure this function was available. Why doesn't it work in 2011?
I've searched online, I've tried copying, moving to new time, create some keys, select them and then paste over them, but still doesn't work. And yeah, I know about the middle mouse button time slide trick, which is a workaround but doesn't work if you're copying multiple keys over time. I want to be able to do this BASIC function. What's the deal? On a Mac.
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Mar 18, 2012
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
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Mar 4, 2008
After I go through the Highlighting motions -- and fill -- then punch OK, why does the shadow not disappear?(PhotoShop 6.0)
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Mar 13, 2011
how to link a biped's head to an object? I can link it to other objects as the parent, but I need the head to be the Child.
I'm trying to animate a Terminator robot model I found here (it was a free download):
[[URL]
The model is rigged to a biped, and I'm trying to animate its head to follow the exact movements of a person's head in some footage I shot. I used PFTrack to motion-track the person's head (using geometry tracking) and exported the track as a MaxScript. So I run the script in Max and it produces a camera and head model which exactly follows the movements of the original person.
how can I link the Terminator's head (or rather, the biped controlling the Terminator's head) to the animated model? Better yet, how do you link a biped's head to Any object? I can link any object TO the head, but I cannot make the biped's head the Child. How to do this? I also tried using Select IK Object in the Motion panel, which works for other parts of the biped, but not the head.
3ds Max 2011 x64
Core i3, 4gb DDR3
Windows 7 x64
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Nov 30, 2011
I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:
First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.
Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.
I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.
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Oct 31, 2011
I started my head model with a sphere ad I moved vertesis to shaped it, created lips and weld it onto the face, created two spheres that makes the eyes. I added a skin texture, the weldings of vertesis looks planar ang blocky thatn round and I cant seem to make it appear like a pro one. Its even hard to animate. I just wish I can overcome this, im stuck.
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Nov 5, 2012
I have converted a NURBS object into Polygon Object, however it has still kept the riginal" NURBS object. How do I take the visibility off the NURBS object?
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Jun 21, 2012
i have a problem converting polygons to subdiv .when i convert i can only see the object like in wire frame and when going back to polygons i get the same issue.i get this error "// Error: line 0: No object matches name: polyToSubdShape4.
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Jul 1, 2013
is there a way to change a lofted surface into a polygon?
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Feb 11, 2012
my problem is that when I make a polygon paintable and try to paint on it, my paint effects don't go where I make contact between the brush and and polygon. they tend to cluster around one node whereever I paint the polygon.
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Aug 26, 2011
There seem to be some errors in the code for Modify > Convert > Displacement to Polygons with History. My scene uses an animated displacement map, coming from an image sequence. The displacement works as advertised, but I keep getting execution errors. Here is the code for the offending expression, which was created silently when I issued the conversion command:
if(!Disc1_MeshShapeDisplacement1.disableDisplacementUpdates){
updateAnimatedDisplacement( "Disc1_MeshShape","Disc1_MeshShapeDisplacement1","displacementShader1.displacement");
}
//Setting the following attribute here dirties the mesh so Mental Ray updates properly
Disc1_MeshShapeDisplacement1.featureDisplacement = 0;
//The next two lines cause the expression to trigger when editing attributes that affect the displacement
float $dummy = displacementShader1.displacement;
Disc1_MeshDisplacement1.inheritsTransform = true;
The only way I can stop the constant error messages is to comment out the code or disable expression evaluation.
The error messages are annoying, but I can live with that. The real problem comes when I try to select keyframes in the timeline. I shift-drag across keys to select them, and they highlight at first, but then the highlighting immediately goes away. I am forced to use the Dope Sheet instead. Disabling expressions doesn't work, so I don't know if this problem is related to the displacement expression or not.
Displacement in Maya has a very bad reputation, and based on my experience, it's well-deserved. Another issue I have is that after conversion with history, multiple shape and transform nodes are visible in the Outliner, and it is not clear what's going on. The documentation for this feature is only two lines long, and does not explain anything. Apparently there is a pre-displacement shape and a post-displacement shape in the scene, sort of like how nCloth has an input and output mesh. But with displacement w/ history, users get no guidance on how all of this is supposed to work.
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Feb 1, 2014
i was creating a simple character(blobs withen blobs). It was going pretty good until i camme across an issue that i can't seem to fix. I first had his neck as a nurb but i realized to do what i wanted i would need to deleted a couple faces so simple create a polygon the same size and shape. So i draged the nurb over clicked create polygon and i made it. The issues was that i can not seem to get them the same size i went to the channel box and typed in the same numbers for size. It was similiar but, was off the entire object was too big. I tried extruding it to match the same rough height and i got that nurb was on a scale that was about 1.626 times larger this. I forgot to mention that i am running maya 2014 student edition.
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