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mentalis
12-23-2006, 01:24 AM
I am modeling two nurbs primitives and need to parent one to the other. My rig will extend from the nurb's parent geometry to the nurb's child geometry. This is a really silly question but I am not sure if I have to have a single piece of geometry for my rig to work across, i.e. a child and a parent geometry. I know for polygons it is easy because at the end of modeling it is easy to end up with one piece of geometry. At least all the tutorials I have seen bind one piece polygonal geometry to the rig. Ain't seen any nurbs riggings.

However, I have tested it out and right now my rig is working.

Also I have come to dislike nurb speheres because I always have that bunch of clumped up CVs at the top of the sphere. They get in the way of efficient modeling. Seems they always get selected and pull on the geometry in places you don't want to see changed. Now I get rid of them by inserting an isoparm around them, circumsribing them, and detaching the selected surface. Problem is I am left with a hole at the top and don't know how to close it. Any ideas.

Final question. Looks like when I am done modeling I best be sure that I am done tweaking my geometry prior to rigging. Cause it looks like once the rig and geometry are smooth bound there can be no changes. Seems this also holds true for any shaders and textures. Once they are on they are on..

Could use a little guidance on the workflow protocol from nurbs to textrues to rigging. Always in that order, I assume, cause there is no return.
:bow
I have not thrown my computer out the window, but have been tempted. I just need it for other stuff so I have to keep it. Have a great Christmas.. to all... Thanks in advance.....

Dj Niine
12-23-2006, 12:14 PM
well, I can't answer all your questions but i can answer some....nurbs are a little tricky to work with...but they have their advantages and dissavantages....i look at nurbs as quick (sub-d types) of geometry that gives me smooth results when i shape them...like making a sattelite dish or something or crating geometry Hair for a character, what you could do is

once you modeld your character....make a copy and convert to polys, you could also attatch nurbs like you do polys using (the edit nurbs->attach surfaces) but you must make sure your U and V coord. match up, so you might have to rebuild the surfaces using (Edit Nurbs->Rebuild Surfaces-> option box)

as far as texturing goes...convert your mesh to polys, UV map it..then transfer the UV's to the nurbs model, plus if your rigg is in peices you could create a wrap deformer! nurbs are a little easy to rig because of little cvs they produce with smooth geomtry...for example the Digital Tutors facial rigging Kit shows delano rigging a nurbs head, you could notice how easy it is with nurbs than polys.... sorry i can't get in depth...i usually stay away from nurbs riggs...you can send me personal message by clicking on my name and i'll email you some links to solve your problem...