Model Checks
1.) Check the polygonal model for flipped normals, unmerged vertices and non-quad faces.
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WHY? To provide a clean, well-regulated model for painting and rigging. |
2.) Check the model for duplicate shape nodes.
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WHY? To prevent file corruption. |
3.) Center surface pivots.
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WHY? To provide "center of mass" manipulation of surfaces. |
4.) Create logical surface groups.
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WHY? To make manipulation of the model easier. |
5.) Center group pivots.
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WHY? To provide "center of mass" manipulation of surface groups. |
6.) Name surfaces and groups according to convention.
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WHY? To make surface identification easier, and to aid shading and animation pipeline. |
7.) Add upper transform nodes to model.
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WHY? To organize "floating" nodes, and make layout and animation transfer easier. |
8.) Run "Optimize Scene Size" on model.
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WHY? To clean up (most of) Maya's crap, keeping the model clean and light. |
9.) Delete remaining groupID nodes.
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WHY? Because "Optimize Scene Size" does a lousy job of cleaning these up. |
10.) Create a "dogTag" node within the model.
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WHY? To tag the model for subsequent identification within rigs and scenes. |
11.) Lock "elem_ALL" node channels, but keep other nodes open (including surfaces).
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WHY? Because the "_ALL" node should never move, but the others may need to. |
12.) Export model in polygon mode.
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WHY? Because subdividing will be done later on in the pipeline. |
13.) Name file according to convention.
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WHY? To aid in identification. |