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View Full Version : IK Joints and such.


Ransom
10-10-2007, 09:34 PM
Hello guys. I am trying to animate a monster that I made, and i am running into a few problems. I saw the tutorial on how to animate a walker from 3dtrainers.com. It was a very good tutorial however it went through animating with a hard body walker, who's mesh was not one complete mesh, but rather seperate polys which were then grouped together. So for example, the main "cockpit" of the walker was not the same mesh as the legs, and feet. I want to animate my monster but when i move my bones it tends to warp the part of character that is not supposed to move. Using maya is there any way to control how much of my poly is effected by each joint? Any help or tutorials on basic character animation would be very much appreciated.
Thanks again!

Ransom
10-10-2007, 09:50 PM
Note- i think my problem is that i am binding my character to the bones the wrong way. The only way i know how to bind is in maya, going to Skin>bind skin> smooth bind (or rigid). Any tutorials on this would be great.

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10-10-2007, 09:50 PM
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