Hey sorry for the newbness of the question but:
I was trained on max, and max has one skinning method to rule them. Have to use Maya on this project. I'm confused when I see Maya smooth and rigid bind. The docs say smooth is for CG and rigid is for games, but, really? Can they be THAT different that a game engine simply cannot handle smooth bind?
Looking for more of a comparative evaluation of the pros/cons of using smooth vs rigid, if that's not too much to ask for... (that is assuming the answer isn't just a flat "no, engines don't take smooth bind." lol.)
Thanks in advance!
Cheers!
Replies
Smooth bind is all we ever used and we had 4 bone weighting per vertex in game.