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Aneurysm
02-06-2003, 01:12 AM
:annoyed:

I'm making up some simple animatic characters from primitive geometry setup in a hierarchy. The most common problem in this situation is unwanted deformations when rotating the "joints". Usually Modify->Freeze Transformations would fix this, but not in my case for some reason. I've tried this a couple of different ways, and one two things tend to happen:

1. I freeze transformations and it has no effect on the unwanted deformations.

2. Freezing Transformations causes parts of my geometry to relocate away from the body of the character

I have tried duplicating the geometry and then reparenting it, but I get the same unwanted derframtions.

Usually something the simple wouldn't pose much of a problem, but I can't think of what I could be doing wrong in this case.

Any help would be appreciated.

faulknermano
02-06-2003, 05:06 AM
i'm not quite sure how to fix your deformations.. it might be due to your binding..

but why would you freeze transformation? freezing transformation will throw your animation off, not to mention your previous rotations and positions. freeze transformation will reset all the attributes to zero while keeping the joints as you see them. it is quite understandable from there that joints will get all screwy.

try checking your binds and weights. most likely, the problem lies there.

Aneurysm
02-06-2003, 04:20 PM
I think there may have been a misunderstanding. I put the word joints in qoutes because I wasn't using actual skeletal joints. Nothing is bound, there aren't even any bones in my animatic characters. What I meant by "joints" are the rotatable group nodes that controlled various parts of the arm (i.e. shoulder, elbow, and wrist).

Anyway, it so happens that soon after I posted this, I answered my own question. I forgot that I had to delete all history before attempting a Freeze Transformation. Thus, I did that, and then preformed the freeze on each of the legs, and now everything works fine. :cool:

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