gray117
04-13-2006, 06:43 PM
Ok... bit new to maya ... And trying to come up witht the best combinations for certain solutions.
But I've met with what seems to be an odd problem:
I really like the smooth skin but I don't understand why it can't also have a flexor like feature to effect the vertices after they have been influenced by the smooth skin (?) Or is there some kind of work around?
From my tests influence objects are just like extra bones and don't really help ...unless you going to animate the induvidual vertices a lot...
Generally speaking I would think of using blend shapes/influence objects to establish a feature - eg. appearance of a muscle tensing - rather than to tweak joint deformation.Since then (for example) an animator could set how much 'calf tense' he wanted for appearance and then use a lattice to clean up the deformation of the joint that (if needed) would push up into and against the thigh etc...
Or do people settle for a combination of blend shapes/influence objects to get round this and tweak their joint deformations?
Anyway, any advice appreciated.
....
Little rant: Presumably this is because smooth and rigid have been developed seperately (?) ... but it seems daft that both have such different tool sets...
But I've met with what seems to be an odd problem:
I really like the smooth skin but I don't understand why it can't also have a flexor like feature to effect the vertices after they have been influenced by the smooth skin (?) Or is there some kind of work around?
From my tests influence objects are just like extra bones and don't really help ...unless you going to animate the induvidual vertices a lot...
Generally speaking I would think of using blend shapes/influence objects to establish a feature - eg. appearance of a muscle tensing - rather than to tweak joint deformation.Since then (for example) an animator could set how much 'calf tense' he wanted for appearance and then use a lattice to clean up the deformation of the joint that (if needed) would push up into and against the thigh etc...
Or do people settle for a combination of blend shapes/influence objects to get round this and tweak their joint deformations?
Anyway, any advice appreciated.
....
Little rant: Presumably this is because smooth and rigid have been developed seperately (?) ... but it seems daft that both have such different tool sets...
