|01 January 2013||#1|
Join Date: Jan 2013
Maya - Joints driving me crazy!
Okay so I've been working on animating a bipedal mech, I realized I made some mistakes so I want to start over with no joints. No matter what I try I cannot delete the joints. I have tried unparenting which doesnt help. If I use the "remove joint" option it says a root cannot be removed. Somehow the peices of the model are rigged to the world?
If I click on the main root joint at the center of my mech it selects the entire top half of the model.
This is very frustrating, I'm new to animating in Maya and when I want to delete something it should be simple!! Deleting joints by type deletes the entire model......
Somehow I deleted one joint? The joints are showing animation history but I already deleted any animations? So lost.....
|01 January 2013||#2|
Student Of The Craftportfolio
Join Date: Oct 2010
Do you have groups set up?
If so that may explain some of your selection problems. Beyond that I am a little new to Maya selection, and I don't quite understand it fully yet.
But what you might do is simply export your meshes out as an obj or fbx and import them on a new scene to start over.
|01 January 2013||#4|
Join Date: Jul 2002
when you select a joint and delete it, every joint/object that is a child of it gets deleted.
so first make sure your geometry isn't parented to one of your joints, select the top joint press delete.
İf nothing else works for some weird reason export your geometry as obj and start by importing it into a new scene.
Assuming you are new to rigging there are a couple of things you should be familiar with first in order to get a working joint hierarchy.
- Make sure you draw your joints in the orthographic views to get decent joint orientation
- Use constraints to attach your mesh parts instead of parenting them to joints
- Or skin your mesch parts, rigid skin in case of solid undeforming mechanical parts.
"Any intelligent fool can make things bigger, more complex & more violent..." Einstein
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