Share Improve this answer answered at 14:05 Quenny Steps to Bake Basic Animations Select the objects, lights, and keys that you want to bake using the keyframe editor tool. All faces connected with the vertex you paint over get the color. You can paint using the regular Maya paint interface, and Create a Blend Colors utility and plug your two textures into the two slots of the Blend Colors and plug that into a Maya Phong, Lambert or Blinn material (the V-Ray or mental ray shaders come later) so you can see a good preview of the material. woop, model made in one day to study Maya and vertex painting in Vertex Chameleon. The color set will be named the same as Mirroring should now properly respect vertex selection. g on Alembic export can import and connect directly in Maya by simply adding -rcs to your import string. Its main goal is to present Maya’s color sets in a layer stack context more common in 2D painting workflows and to provide tools that simplify the face and vertex coloring process. Maya の ペイント アトリビュート ツール(Paint Attributes Tool) 設定ウィンドウが開き、すべてのペイント モードとオプションが使用できるようになります。 In Maya's main menu select Mesh Display, Paint Vertex Color Tool Use the brush inside viewport to paint the vertex colors Connecting vertex colors to a parameter Once you created your color set you can set it to control a parameter in Ornatrix. Attributes unique to the Paint Vertex Color Tool are described in the Color section You can paint color per vertex data (CPV) directly onto a polygon mesh using the Paint Vertex Color Tool. In Maya's main menu select Mesh Display, Paint Vertex Color Tool Use the brush inside viewport to paint the vertex colors Connecting vertex colors to a parameter Once you created your color set you can set it to control a parameter in Ornatrix. However, I can't seem to bake the vertex painting in Maya 2013. But most of those are icing, you don't really need them they can just speed things up for you.Vertex painting maya. I don't think they have a tool like that though. Copy weights, copy weights selected, clean weights (prune, limit # of bones, quantize), transfer weights (moves weights from bone to bone), copy weights vertex to vertex (rather than spatially), remove history on bound meshes, mirror weights selected, bake weights (I use it to convert lattice to bone weights - very cool! Bind a torso to a 3x3 lattice, weight the lattice, then bake it to the bones). The way he has it work when you're scrubbing to rotate a joint in his tool, makes it impossible to undo any painting work you've done (instead, it fills the undo buffer with a ton of joint rotate commands).Ī wrote a suite of weighting tools some time ago, but I think Maya has added similar tools since then. I tried using that guy's paint weights tools, but I didn't like them. When the thighs are good, I lock the hips. So I would get the hips & lower spine working, then get the middle spine working, then ,lock the lower spine. I like to work from the top of the bone heirarchy downwards, and lock weights on bones when I'm done with them (to avoid an y accidental changes with the paint weights tool). It should look crappy, but everything should move with the right bones. Make sure the right stuff is moving now, it's quick to reassign the verts like this. I like to bind with harsh settings: only 1 bone per vertex. If you go to far or it looks bad, select the Forearm and add some weight to it. So for example: bend the elbow, select the Bicep and add weights. Paint using replace with a low opacity (wacom is nice here) using only the bones related to that joint. I can't remember if Maya has a prune weights tool yet or not, but I wrote one a long time ago.Įither have an animation which flexes all the areas in turn, or pose the area you want to work on. Sometimes smooth assigns a tiny bit of weight to every joint. Subtracting weights doesn't work well, since it doesn't know where to assign the remainder. Only use the tool in "replace" or "smooth" mode.
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