Over the weekend, I planned to have my rig finished by Sunday. However, I ran into some issues that I was unsure of how to trouble shoot. After conducting research and seeking my instructor for some guidance, I figured out what the issue was and was able to solve it. Even though this issue may seem minor to others, or just something that I should have already known about, I am still in the process of learning through trial and error so that I can increase my technical art abilities and problem solving skills for future, more complex projects.
Problem: The issue that I was running into was when I was trying to create a point-to-poly constraint from a vertex to a locator. My process: click on the vertex, command-click the locator, and then create a point-to-poly constraint with the Maintain Offset off. When I performed this operation, the locator was not constraining to the selected vertex, but instead was constrained to a random vertex on the head.
Solution: After conducting some research, I realized that the UV map of the mesh makes a really big difference when constraining to the mesh. Once I looked at the UV map, the UV's were not mapped out properly (or at all). Most of the UV's were lying on top of one another and were not unfolded. From there, I had to re-map the head mesh entirely for a more proper layout. Once the mesh's were re-mapped, the point-to-poly constraint worked perfectly.
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