There are a couple things that could be happening here. First, the vertices in that area are simply assigned to the wrong joint. You would want the verts that make up the torso to be weighted to (influenced by) the spine joints. If the verts are weighted to the arm joint--which is a common occurrence with automatic smooth…
So it's not possible to have both manual vertex weighting, and have the envelopes weight vertices? Also, a question: Right now, the following bones are attached to the skin: - Head - Neck - Upper spine (breasts up) - Mid spine (stomach to top of breasts/chest) - Lower spine (curve of back) - Pelvis - Arms/hands/fingers -…
Thanks scythe. Guys,I wanna ask: In rigging using Maya,is it possible to tweak the vertices in a particular possition for say the shoulder and then move the bones to another position and tweak the vertices so when you move the shoulder between those two positions the vertices stay within those two places.This is possible…
normalmaps always just resemble the highpoly, as close as possible, the closer the lowpoly is to the highpoly the better the result will be. Now if you split uvs and smoothinggroups you add new render vertices, the same happens when you chamfer your edges and use one smoothinggroup. however a chamfered box will need uv…
Unwrap one section as the main UV, then move the second UV over the top of this temporarily so you can adjust the vertices to match the neck seam joint. Once you've done that you can reorganise the entire map to better fit the available texture space. You shouldn't need to weld vertices, all you are doing is adjusting…
max creates key when you animate them, however as there are no keys "after" the frame you just modified, the last keys (ie the ones you just created) are used for the time afterwards. you would need to create keys for all vertices a frame after the frame you change, so that the vertices stay there, then do the actual…
checking the distance between edges is not useful because you can't do anything constructive with the information (edges are defined only by the vertices they connect ). optimize and pro-optimize modifier are both good for getting rid of this sort of thing, as is simply welding vertices with a distance (either as part of…
Maxon's documentation seems to be vague and I'd argue wrong about focal length From: Draw Here's a good image showing the relationship: Here's an old article exploring the same thing as you: Sort a Done. Its almost there... I swear...: ZBrush Focal Angle Fov can also be horizontal or vertical, and I haven't used Maya in a…
So for those of you that have had the fortune (or misfortune) of using the Torque engine. Can you tell me these two items that I have had a hard time searching for an answer to. Tangent space maps: Red should be left or right? Programmer thought left but unsure. In case he was wrong and should be right, I just would need…
Hi everyone, Thanks for the help with SubD. This is what I learned so far, and please correct me if I'm wrong: [*]True SubD modeling requires you to start from a single SubD primitive. If you attach multiple SubD surfaces, you don't have commands to merge vertices together to close up the holes between the surfaces.…