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.....
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.....