Why you should reference your rig before animating in Maya

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  • Опубликовано: 24 дек 2024

Комментарии • 44

  • @animationpandemic
    @animationpandemic  3 года назад

    ► Get one month of Premium Membership free on Skillshare: skl.sh/2GLb9DP

  • @dctheguitarhero
    @dctheguitarhero 3 года назад +17

    "It might have contributed to their extinction" hahaha this is brilliant

    • @animationpandemic
      @animationpandemic  3 года назад +3

      I was starting to think no one would dig that. Thanks!

  • @cloudshifter
    @cloudshifter 2 года назад +2

    1:24 Glad I am not the only one that does it.

  • @AlexisRivera3D
    @AlexisRivera3D Месяц назад

    I am migrating from Blender and this feature is nice

  • @davidbuecherl
    @davidbuecherl 2 года назад +1

    this is, hands down, the best maya channel out there!!!

  • @nhatkhoaphan971
    @nhatkhoaphan971 Год назад +1

    Now I know what they mean when they say Maya is industry standard! Thankyou sir

  • @prony5145
    @prony5145 8 месяцев назад

    So beautifully explained, it's a very practical problem faced in production pipeline! Excellent job!❤❤

  • @joshstrickland87
    @joshstrickland87 4 года назад +2

    Great video sir! I loved how thorough you were on the whys and the hows.

  • @jillustration
    @jillustration 4 года назад +1

    Thank you for this, I'm sending this to my students :P

  • @charlesjoshi5154
    @charlesjoshi5154 Год назад

    Awesome, Thanks!

  • @DanielAner
    @DanielAner 3 года назад

    Thanks, i wanted to sahre this exact explanation. you saved me sharing screen and all of that.

  • @TimLinklater
    @TimLinklater 2 года назад

    Thanks so much for creating this tutorial

  • @zegodhand
    @zegodhand 2 года назад +1

    Should you reference a model when rigging? Or should you just reference a rig when animating?

    • @CVerse
      @CVerse Год назад

      You should totally reference your model when rigging. Any changes you make to the model file will save and roll over to the rig file. Keep in mind that you will have to rebind skin and reimport skin weights in certain circumstances

  • @chrisgallagher85
    @chrisgallagher85 2 года назад

    thanks for sharing

  • @daviddelgadillo4502
    @daviddelgadillo4502 8 месяцев назад

    When importing 2 of the same reference, is possible to change the color of one but not the other? Like say you want one red bug, but want the other bug blue?

  • @brandonjacksoon
    @brandonjacksoon 4 года назад +1

    Thank you! Liked and subscribed))

  • @jobsonchelsea6434
    @jobsonchelsea6434 3 года назад

    Thank you Sir, i come from your Udemy Class

    • @animationpandemic
      @animationpandemic  3 года назад

      Thanks for your support, I hope you enjoyed the class!!!

  • @tennisphotography
    @tennisphotography 4 года назад

    thsts a great video :) thanks and well done :)

  • @ruudygh
    @ruudygh 2 года назад +1

    if you accidentally deleted your blendshape target on a parent scene and saved and reopened. Then you mostly cant get it back.

  • @ojwangvicky54
    @ojwangvicky54 2 года назад

    Thank you for the video. I am greatful, I want to as if you needed to parent an object to the referenced item then at some point in the animation you wish to unparent it, how would you go about it?

    • @animationpandemic
      @animationpandemic  2 года назад

      Hi there, you would do it with a constraint and animate it off. Check out the parent constraint, in particular.

  • @tounsiya7ki
    @tounsiya7ki 3 года назад

    great video thanks 😍😍 , but i have a question pleaseee , should i make a picker for every dragon or i make it only on the dragon main rig file ? (Some question for Saving poses on studio library )

    • @animationpandemic
      @animationpandemic  3 года назад +1

      Hi, thanks for your support. It depends on which picker system you use. That I know of, you could do your picker in the main rig file and then reference that file anywhere and how many times you please. Pickers usually let you specify which dragon you want to operate (they use the namespace for that). For poses and studio library you only need one. Studio library can apply that to whichever namespace you desire. Namespaces are those names you see before you control names when you reference the rig: "dragon:hand_CTRL" -> here, "dragon:" is the namespace.

    • @tounsiya7ki
      @tounsiya7ki 3 года назад

      @@animationpandemic operation accomplished successfully thank youu dudee ur very helpful, keep it up the good work 🥰🥰

    • @animationpandemic
      @animationpandemic  3 года назад

      @@tounsiya7ki nice!

  • @hotsauce7124
    @hotsauce7124 2 года назад

    Question: is there a way to break the reference so the asset stays in the scene but is not referenced?

    • @animationpandemic
      @animationpandemic  2 года назад

      You would import it from the reference: knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-550E9963-94EA-4997-AFFF-A828EDC5F073-htm.html

  • @hotsauce7124
    @hotsauce7124 2 года назад

    Question: is there a way to break a reference so the assets stays in the scene but is not referenced?

    • @inkman002
      @inkman002 2 года назад

      Duplicate it. Remove the reference.

  • @mhamaddaoud-y6l
    @mhamaddaoud-y6l Год назад

    can you talk about your plugins you have a lot :D

  • @hardyk1
    @hardyk1 3 года назад

    but why did your head hit the keyboard??? Was it due to alcohol ?? looool