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View Full Version : lowres skeletal bind + facial blend wrap -> high res char = HELP!


playmesumch00ns
09-23-2002, 09:51 AM
Three things here I could really use some help with: one I mentioned in another thread.

1. I've got a low-res character all textured that I'll smooth to make a high-res character. So I duplicate the low res one to bind with and use as a wrap deformer for the high-res version. So I delete the UV sets and assign the initial lambert shader to my LR_Wrap character before I bind him to the skeleton. (yes and deleted history)

But in the ouputs, he's still got all the UV and material connections listed. When I bind him it takes ages (well, much longer than it should do: his torso's only a couple thousand faces at most). The same if I delete faces on the mesh (I did this to make a blend-shaped wrap deformer for the head): it takes aaaages to update.

So short of going into the hypergraph and manually deleting all these connections, is there something else I should be doing?


2. So like I said I've got a low-poly version of the torso (LR_Torso) that I'm going to bind to the skeleton and use as a wrap deformer for the high-poly mesh (HR_Torso, which is just the low-poly version smoothed). Then I've also got a low-poly bust (LR_Head), which I'm going to use to do facial blend-shapes and again use as a wrap deformer for the high-poly mesh.

My question is what order do I want to connect all these in? also I want to use a jaw bone to open the mouth so my teeth follow it.

I'm thinking I should use LR_Head as a wrap deformer for LR_Torso, then do the smooth bind, then wrap LR_Torso round HR_Torso. Is this a good idea, or would there be a better way?

You can check out my model here (http://www.cgtalk.com/showthread.php?s=&threadid=21804), if that helps.

3. Okay, problem number three...
Last night, after I'd had the computer on pretty much non-stop for 24 hours (maybe more). Maya went all funny on me. It's done this a couple of times now, both after I've been working on it a long time. It happens something like this:

First the title bars of Maya and her child windows go transparent and then refuse to redraw. The the client windows start drawing just the background colour, e.g. the multilister just has a black background with no swatches visible. First time this happened I just closed down and went to bed, since I'd just saved. second time..
I carried on trying to open up windows and the same thing happened, so I try to save and she says "unable to save file", so i try again and it says something like "Error: insufficient quota available to complete the request". Initially I'd thought it was a graphics card problem, so I'll be downloading the latest detonators tonight. But then "quota" sounds like it's out of memory, but I've got a gig, so I gave it the 3-finger to open up task manager and check the memory levels, at which point my computer reset itself!

Anyone know what this is about? It seems I can avoid it by giving my poor athlon regular breaks, but that is not always possible.

oh, my spec:

Athlon XP 2000+
Asus A7V333 m/b
Asus V8420 GF4
1 gig samsung (I think) RAM
Win2K

I know I should probably put this last bit in the tech forum, but it all these issues came up last night so it's all connected in my mind.


Thanks in advance guys!

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