Exercise 2 — The Topology Puzzle, the Muscle, and the Repair
15 points · Week 2 · Course Home
What you're learning
The one move that changes face-loop count and redirects edge flow — then how to use it on a real
joint.
Time: 90 minutes
New tools: Insert Edge Loop, Multi-Cut, Smooth, Extrude
Part A — the whiteboard puzzle
20 minutes, no computer
-
Copy the patch onto paper: two square faces across the top, three square faces across the
bottom, empty middle, border only.┌──────┬──────┐ │ │ │ ├──────┴──────┤ │ │ │ solve │ │ │ ├─────┬───┬───┤ │ │ │ │ └─────┴───┴───┘ -
Rules: all faces must be four-sided; do not alter the top or the bottom.
-
Work alone for five minutes. No hints, no phones.
-
We compare solutions at the board. Some will be wrong in useful ways — a triangle, a five-sided
face, an altered bottom row. -
In each valid solution, find the triple point — the vertex where three edges meet.
-
Find where a loop exited to the side border.
-
Name the two operations out loud: a loop carried straight through, and a loop terminated at a
triple point. This is the general solution for changing loop count and redirecting edge flow.
Part B — muscle topology in Maya
30 minutes
- Create a polygon cube, 1 subdivision per axis, 20 units.
- Delete the bottom face so the cube is open at the midpoint.
- Select the mesh and apply Mesh → Smooth, divisions 2.
- Orbit and look at the result: a dome with a clean square boundary ring and dense quads across
the top. - Select the open boundary edge loop. This ring is what stitches into an arm's edge loops.
Count its edges and note that it is a power-of-two multiple of 4 — so it will only stitch
cleanly into an arm with a matching loop count. - Find the four poles. Confirm they sit at the original cube corners, away from the center.
The bulging region is all quads. - Now the second route: create a polygon plane, 3 × 3 faces.
- Select the center face. Edit Mesh → Extrude. Scale the extrusion in slightly, then pull it
up. - Look at the topology surrounding the extrusion. It is the puzzle solution — a loop carried
through, and loops terminating at triple points at the corners.
Part C — repair a joint
40 minutes
- Open
week02_elbow_BAD.ma. Count the loops crossing the elbow. Identify which one would be
the holding loop and which would travel with each joint. - Insert loops with Mesh Tools → Insert Edge Loop until the three-loop rule is satisfied.
Space them so the middle loop sits at the crease. - Open
week02_shoulder_BAD.ma. The problem here is direction, not count. Use Multi-Cut
and the puzzle solution to redirect the flow into the deltoid without adding loops that run
the whole length of the arm. - Test both: apply a nonlinear Bend deformer (Deform → Nonlinear → Bend) and drive it
through 90°. Judge the crease. Then delete the deformer. - Write two sentences naming which failure was a count problem and which was a direction
problem. You will make this same distinction again in Week 6, when a weighting problem turns
out to be a topology problem.
Submit
- Your puzzle solution, photographed or scanned, with the triple point circled
- One Maya scene containing the muscle dome and the extruded patch side by side
- Both repaired joint files
- Your two sentences from step 21
What you're graded on
| Puzzle solved correctly, all quads, top and bottom unaltered | |
| Triple point identified | |
| Muscle dome and extruded patch both built | |
| Elbow bends 90° without creasing | |
| Shoulder flow redirected, not just loop-stuffed | |
| All quads — no triangles, no n-gons in any deforming region | |
| Count-vs-direction distinction correctly made in writing |
References
- Topology Guides — the pages on changing edge flow are this puzzle in another form
- Human Knee Topology for Animation — CGTyphoon
- Maya — Deformation Topology
- Character Retopology Tip — FlippedNormals
- Maya Help — Insert an edge loop