Posts

Showing posts from July, 2008
Image
PATH ANIMATION WITH DEFORM

Nice. For those path animations where you need the object to bend along the path like for example a snake, worm, tail etc etc.

1. Bind your object(s) to a joint chain
2. Create a spline IK solver
3. Cluster the IK curve
4. Attach those clusters to a motion path
5. Offset each cluster's U value by 1 successive frame down the chain

Now you have each cluster following the motion path, driving the spline
IK deformations. Sweet!
BAKING CYCLED CURVES
I know this feature has been around for a while but -
too damn cool again. Finding the right tools implemented in software when needed makes it all that much more exciting.
Ever want a character to walk 5 steps in a cycle, stop then start walking again - without TRAX? Well you can bake out a cycled curve by using your bake curve tool and checking on the sparse curve bake option.

CURVES/BAKE CHANNEL OPTIONS/SPARSE CURVE BAKE

AHH COOL!

new tool discoveries always get me excited. In Maya 2008 one can now move joints around after binding. When you exit the tool, it re-enables the skin.

EDIT SKIN/MOVE SKINNED JOINTS TOOL
PAINT WEIGHTS PROBLEM

For some reason, a rig I was working on all of a sudden stopped working with the paint weights tool and no vertex info would show up in the component editor. No color feedback in the tool either. ERROR: value is out of range 0 would show up when trying to export weights or paint.

I have no clue what happened but the fix was

DELETE ALL BY TYPE/NON DEFORMER HISTORY

Also I figured out that the skincluster node for the bind had lost all of the relationships to it's
vertices. It was an empty deformation node. So I added them all back in with the edit membership tool.

Also had to hack to remove history and get a clean unbroken bind....


- duplicated the bound mesh in it's bind pose.
- smooth bound the duplicate to the skeleton.
- used the "copy skin weights" to transfer it to the duplicate.
- purged the history of the original as needed.
- after everything is done, rebound the original to the skeleton.
- used "copy skin weights" to get them back on the o…