Tutorial 1 1/19/19 Part 3
-At the start of Skinning and Blend Shapes: Manipulating Faces with Blend Shapes, the instructor has done a lot of "housekeeping" to the model that makes it almost unrecognizable from the one in the video before it. File 04_02.ma was loaded here-
BlendShapes.ma was imported into the scene. After this I noticed that the blend had already been done to this file, so the old blend shapes were deleted to make room for the new ones.
The blend shapes were added to the main model with Deform > Blend Shape. I made sure it worked with the Shape Editor (the instructor must be using an old version of Maya, because he opens up an editor named "Blend Shape" which is not shown in the Animation Editor dropdown menu.
Joints were added in the mouth and eye area.
-I was about to bind the skin with the model I've been using for this chapter when I noticed that the instructor attached his elbow joints and arm ending joints together in-between one of the videos. I'm not sure if anything would mess up because of this, but I'm assuming it will because its Maya. File 04_03.ma was loaded here-
-Update- Neither 04_03.ma nor 04_04.ma have the end of the arm attached to the elbow. I will still try to skin the character with 04_03.ma-
The skin blending worked as far as I can tell.
Stretch
Squash
The Paint Editor and Component Editor were used to fix the vertexes.
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