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
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?
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?
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 )
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.
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
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"It might have contributed to their extinction" hahaha this is brilliant
I was starting to think no one would dig that. Thanks!
1:24 Glad I am not the only one that does it.
I am migrating from Blender and this feature is nice
this is, hands down, the best maya channel out there!!!
Wow! Thanks!
Now I know what they mean when they say Maya is industry standard! Thankyou sir
So beautifully explained, it's a very practical problem faced in production pipeline! Excellent job!❤❤
Great video sir! I loved how thorough you were on the whys and the hows.
Glad you enjoyed it!
Thank you for this, I'm sending this to my students :P
Thanks, I am glad you found it useful!
Awesome, Thanks!
Thanks, i wanted to sahre this exact explanation. you saved me sharing screen and all of that.
Glad it spared you some work!
Thanks so much for creating this tutorial
You're very welcome!
Should you reference a model when rigging? Or should you just reference a rig when animating?
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
thanks for sharing
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?
Thank you! Liked and subscribed))
Thanks!
Thanks!
Thank you Sir, i come from your Udemy Class
Thanks for your support, I hope you enjoyed the class!!!
thsts a great video :) thanks and well done :)
Thanks!
Thanks for your support!
if you accidentally deleted your blendshape target on a parent scene and saved and reopened. Then you mostly cant get it back.
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?
Hi there, you would do it with a constraint and animate it off. Check out the parent constraint, in particular.
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 )
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.
@@animationpandemic operation accomplished successfully thank youu dudee ur very helpful, keep it up the good work 🥰🥰
@@tounsiya7ki nice!
Question: is there a way to break the reference so the asset stays in the scene but is not referenced?
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
Question: is there a way to break a reference so the assets stays in the scene but is not referenced?
Duplicate it. Remove the reference.
can you talk about your plugins you have a lot :D
but why did your head hit the keyboard??? Was it due to alcohol ?? looool
That's a thing we don't discuss in the open.