

Sigh...the last two days has been somewhat eventful, well except for today that is. Today I came in with a mission in mind, to get fruther in the completion of my compositing project, but today turned out to be a crappy, F.U.B.A.R. experience. I was basically trying to export my my movie file into Maya to work on and the difficulties I faced on that was just a real itch. First the computer wouldn't let us render or save, it was saying that the name we save it in is invalid even though it gives us a name to save by default. Also after Gareth hepled me for so long trying again and again magic D. Shufflebothom and his sidekick Dan Edgely I think, came to the rescue and finally managed to get it exported into Maya after so much hassle with naming the files right, because of Mayas knit-picking. This took me well overe lunchtime, but it didn't stop there. The footage was to slow to work with because the tiff files were too big, so we had to import again and...yeah it was just a bad day but I found a solution to my problem.Time is running out so I think this may be a pretty solid method so it's worth trying, ain't got nothing to lose, well maybe I do but not something serious. Anyway stay tuned for my next post, because the next model will be Bak Bak Van Bak.



Like this. Afterwards I delete the both ends of the cylinder and I select the top of the cylinder and the top of the sphere. Then I select the attach surfaces tool with the rebuild surfaces tool, while making sure I use the keep CVs option.
Wait, wait...it's working. Well here you know what I'm talking about, but interestingly enough it seems that the joining process will only work if you do it in a particular order, or maybe it's just me, but it seems that whenever I choose a surface to attach it would go nuts on its self. Oh well nearly done.
COMPLETE: Now to get this you do a whole selection on the whole model and you use the Global stiching tool. Ideally this is supposed to close the remaining gaps however, it didn't but you can sort it out by clicking on any surface that you stiched, and in the inputs section you fiddle around with the max separation value, in small increments until the gaps go. In this case the value was 0.1 so I put it up to 0.5. Well I hope this will be useful, it should be because there's a section where it says detach the hips surfaces, this is what is done to make the skirt but it then goes on to say component mode....? Anyways it seems that the book shows how to model using polygons and in NURBS, this is you need lots of visualisation experience in order for it to look perfect. Well I'm sure this isn't the only way to model a skirt but at least I've found a tutorial that may help my problem solving. Stay Tuned.






































