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Rigging/Skinning help - DOTA2

loretah
polycounter lvl 7
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loretah polycounter lvl 7
I have created a set for the Naga Siren for the DOTA2 contest, and have gotten to the rigging/skinning part using Maya. I have absolutely no experience with that, and have been watching tutorials for the past few days; I now understand the basics, but I have an issue. The Siren moves a lot, twisting her whole body even when idle. This is what I have made:

R2Rs7.png

The problem are the tentacles, I am not sure how to prevent them from constantly moving into her body (not only does she move her spine a lot, but her head as well), and allow them to have a fluid movement.

I might understand the basics of painting weights, but as with many other processes, there are more in depth techniques that are helpful in more complicated cases like this one. I now turn to you all in search of someone more knowledgeable who could indicate what particular technique might apply to this case so I could look into it more in depth.
I know that "cloth simulation is available on joints", would that be a good path to take? Or perhaps dynamic curves? Would mesh collide work with DOTA2?
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