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danyrey
11-12-2002, 01:51 PM
Hi,
i have a problem with Maya Fur and my character setup.
My rigging is complex so i will explain it at the end of this post.

The problem is, when i start defoming my mesh the fur gets "alive". It seems to change some parameters(like scraggle for the entire Fur). Or maybe it messes around with my uvmap.
I dont have a clue, please help.
I will post a render as soon as i am on my pc again.

-daniel

-The Deformtaion-Rig:------------------------------------------------------

It's too complex for its purpose, so dont ask why i did it this way.
The base shape is a subd mesh.
Then i converted to poly meshes out of it:
one relativly high poly for the fur descrition ,texturing and rendering
and one for binding it to the sceleton(low poly with construction history deleted).
The second poly mesh deforms the original subdmesh as a wrapdeformer, the blendshapes are also on this mesh.
The first poly mesh gets deformed by its construction history.
---------------------------------------------------------------------------------

beaker
11-12-2002, 03:48 PM
Did you apply the UV's before or after you did a bind to the skeleton?(supposed to do it before) Also make sure when you do the UV's, that the "insert before deformers" option is selected when you project.

danyrey
11-12-2002, 06:31 PM
The mesh wich has the fur description is deformed by its construction history only, which means it is converted from the deformed original subd model. The only mesh that is binded to the sceleton is the wrap deformer low poly mesh.

I will take a look at the option you mentioned, never saw it before.

thx
-daniel

danyrey
11-13-2002, 01:57 PM
Well, here is the testrender:
Klick Me(Divx 5, ~1MB) (http://www.fh-furtwangen.de/~rezek/H_ChickenRigging_R127.avi)

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