Maya Modeling :: Any Effective Topology Technique For Knees To Deform Naturally?
Nov 15, 2012
I am always having a great problem while modeling knees and elbows. Some people say put three loops on knee and some people say put 5??.. If i put too many loops then it collapse while deforming and when i put less then it won't deform properly...
I just want to Know is there any effective topology technique for knees to deform naturally and which should look realistic while the character is on squatting positions.
I've tried doing this on similar close-ups of my own characters, but I can't get it as good as done here: I know it requires layers, and the smudge tool to get the results. But what is the technique used here where the lines are like 'marching ants"?------is this simply the 'magic wand' tool? I also reckon that Gaussian blur is used here also.
The steps are not made clear on this very effective technique---also the GIMP typeface/controls are not in English, but hopefully some good folks on here can recognize the style used here.....it's just the sort of thing I'm looking for to bring a bit of depth to my cartoon character shading.
I'd love to introduce this technique [ So far, I haven't been able to get the the dodge/burn tool to work as effectively as some other GIMP users can, but I'll certainly return to it].
I am trying to bend the blades (fans) to form a curve blade. However, I've failed again and again - unable to deform it.
For more information, please take a look at my dummy image and an image from the web (which I found). I am using Autodesk 2010. Or how to deform the blades from another version.
I have an object with about 10 morph targets and I've seen some issues with some shapes, which will need a few more edge loops around the mouth. Adding an edgeloop or any other topology edition to any of the targets or the original breaks the morpher animation.Is there a way to do this? Or to propagate the topology changes to all the morph targets?
Is there a way to conform an object (with a thickness) to an editable poly surface, like you can with patch deform to a patch surface ? I know you can use the compound object 'conform', but that does not give the result I'm looking for.
I was hoping that is was possible to simply convert an editable poly surface to a patch surface, but then I just get "illegal surface" when I pick the deform surface.
Patch deform is great, but almost worthless if I can't use it for editable poly objects...
I have this minecraft rig which I downloaded from Shrogg2. I have added a few of my own features but wanted to add things to the facial rig. How the facial rig has been made but I have this plane which has stubble on it. I want it to be fixed in one location but follow the deformation of the jaw when it moves. The controller which is used to move the jaw down is already there, I just need to get it to deform this plane.
I know how to do a walk cycle, but how do I make my character turn right or left when he is standing still? I can animate him turning but then my character control is facing in the wrong direction. If I animate him turning and then rotate him opposite the control as I rotate the control in the correct direction it looks wobbly.
What is a common technique for having a character make a turn?
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
I have a bunch of curves that is going to drive nhair. However I'd like to use the "soft modification tool" to do further adjustments to the curves. But I'd want to pin the root of the curves so it doesn't fly off the head when I use soft modification. Is there any way I can lock or pin the root CV of the curve? (its a cubic nurbs curve)
I wish to create a testing surface for simulation from a DSM height data (under a college assignment). I downloaded a height data from [URL]........ in a .dwg file format and want to import in on maya and create a surface out of it.
Now the only thing I want to do is to cut out this:
[URL]........
I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.
Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:
[URL].........
My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.
My model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.
I am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.
I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.
Is this possible in maya?
3DS Max 6 to 2009, Maya 2010 NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM [URL]....
Here is what I've tried so far in creating the pupil of the eyeball:
1. Right click - select isoparm - attempt to select. 2. Right click - select Surface Point - attempt to select. 3. Left clicking 4. Holding shift (and other keys) - attempt to select 5. Right clicking 6. Middle clicking 7. Marqueeing
When I right click - select surface point, I get something that looks like a selection, but it also has an isoparm dotted line.... when I attempt to DETACH I get an error.
I am attempting to import 3d models from a software called Daz studio into Maya. The models enter motionbuilder and 3ds Max with no problem. When I import them into Maya they come in as wireframe. I have been unable to take the wireframe off of the model. The file format I am using is FBX. wHEN I RENDER an image of the model i am able to see it in it's realistic form-but when i attempt to see it in the viewport it is wireframe.
Say I have a car engine that I created. to make it easier on myself I made it out of a bunch of separate pieces. then at the end I combined them into one. somewhere down the line I'll want to animate the pieces separately, but until then I dont want all that inner geometry rendering because it takes up unnecessary render time. is there a function in maya where I can delete all invisible mesh geometry? so then any faces inside the outermost shell will be deleted.
I'm new to Maya, and also new to 3d modeling/animation programs. how can i learn Maya 2011? there are not very good learning paths to find on the internet.
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.
I'm creating a face, but what I want is to have whatever happens on the right to happen on the left, instead of clicking each point to move the edges. I tried just cutting the face in half and duplicating, but I don't know how to flip second copy.
there suppose to be a an options that should appear when i want to create something. For example: If i want to create a polygonal primitives cylinder, according to the tutorial an option window should appear where i can change the attributes, but it does not appear for me. I have to change the attributes from the channel box. I have already unchecked the Interactive Creation option as it says. I tried resetting MAYA, but no luck.
i can´t let just one vertex, i must always let 3 vertex at last, otherwise it won´t delete, i have even problems when extruding, when I select 1 vertex, instead of extruding just 1, it will create 2 or 3 vertex, probably to make a face.
Recently bought Maya so that I can get into 3D Animation and modeling before I transfer to a college next spring. I start working on a simple animation for this character in this video game. Now I have a rig for another character. How do I go about importing the second character so that I have both of them together into one project and so that I can work on both of them in one?
When I am selecting objects, even in object mode I am getting this onslaught of bright yellow vertices, as though I had vertices selected in preferences or hotkeys... but I don't. All that stuff is off in my preferences. I can't seem to make it go away. Can't see faces for all the vertices cluttering up the view. Happening in all the panels.
i'm trying to close a gap between 2 objects to prepair it for 3d printing (a halo ODST recon helmet for halloween). i had found a bunch of papercraft models but those won't print properly as they are on my replicator so i'm trying to make the pieces thicker so they have real substance. i've attached what i've got so far.
as you can see, there is a gap between the inside and outside of the object that needs to be closed.
i've tried "fill hole" but that fills the entire space which is unacceptable. bridging is no better.
i've never taken classes for maya and don't have much money for books. What is the procedure to properly close that gap,
I am new to Maya, and I have just started to learn modeling. I am trying to check X-Ray from "Shading" in my side view so I can model against a drawing that's on a plane. However the X-Ray option does not look active - it is gray while the rest of the Shading list is in black - and does not let me check the checkbox.
I am trying to follow the Lynda Maya 2013 Essentials video, if you are familiar with it.
I have several edges that will not delete. There are no faces connected, so the edges are suspended in space. I can select any number of edges but when I press delete they just deselect. I don't have more then one line occupying the space, nothing is hidden, and restarting maya hasn't worked.