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Zarcom
10-30-2005, 09:45 PM
I am using Maya 7 and I am reading this book/pdf called Maya Character Creation Modeling and Animation controls. The section (in chapter 2 of the book) I am reading on is "the torso:, here is what this one paragraph says as follows:

Because you can't make multiple NURBS surfaces a live surface, and because you cannot attach NURBS spheres in any way but at the open poles, you must make them into a single polygon object to use them as a live surface guide. Do this by converting them to polygons using the quad and standard settings, combine them, and then delete history. As a guide object for drawing curves, it doesn't matter whether there are internal polygon faces on the torso model. Make the surface live by selecting it and choosing Modify, Make Live. The live polygon should change to a green wireframe object, which then enables you to draw EP curves that snap directly onto the live torso surface. To create a vertical NURBS torso, draw the curves vertically from top to bottom, making sure to place points wherever there is a change in surface direction, such as a bump or crease, on the polygon object (see Figure 2.32 (#ch02fig32)). To see the polygon torso guide better, you can duplicate it before making it live so that you also have a nonlive shaded polygon.


Now do I make my model live or do I make the spheres that represent the muscles live??

At first I made my mesh live, then I tried to put the ep curve points on the spheres, but nothing happend, is my mesh supposed to "sculpt" the shape of the indivitual sphere OR do I basically keep creating surves to make a "surface" that would represent a muscle and use the spheres as guides??

Any feed back would be appreciated.

Thanks in advance.

defago
10-31-2005, 07:43 AM
The idea is making a mesh live is so you can create the general shape with no topology issues in mind, then go back and create the correct edge flow.
So you would be making the spheres into the shape of the figgure, merging them as one object, and then making the object live. When it's live, curves will then automatically be drawn on the surface.

Lately i've been roughing out models real quickly in zbrush- importing the hi-res into maya, and using that as a live model. It's quite efficient and allows for more of an artistic approach to modeling (in my opinion anyhow).

jd

Zarcom
10-31-2005, 08:26 AM
ok so basically I just combine the spheres with the model, then from there I make them live?? then after that I can make the appropreate curves to make surfaces/patches on them??

I dont really understand this all to well, its been a long while since I have used Maya, im using version 7.

Zarcom
10-31-2005, 09:29 AM
oh god what a stupid thread this was, so basically I have to litterally combine ALL my spheres to my torso, THEN manually make ep/cv curves OVER the damn spheres so I can surface them, god thats retarded, what a stupid book I am reading, nurbs I guess, ISNT my strong suite.

In conclusion, I will just stick with sub'd's or polygons, its intermediate for me and more efficient, ill leave the nurbs to the professionals (or for people who are good :)).

Thanks for the reply though.

See yaz bye.

Basically, I will just shape up a torso then from there I will use weights.

I am basically making an anime character for myself.

lol I just solved my own problem, interesting :).

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10-31-2005, 09:29 AM
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