Upgrading a Quick-Rig with fingers (using HumanIK)

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  • Опубликовано: 13 дек 2024

Комментарии • 160

  • @em30142
    @em30142 4 года назад +65

    The thumbs up in the end lmao

  • @kilbabaplays8944
    @kilbabaplays8944 9 месяцев назад +1

    Wow! The projected centering option is what I had been missing all my life when attempting to make detailed rigs. Nice

  • @audi4444player
    @audi4444player 2 года назад

    "I recommend Geodesic Voxel binding using Dual Quaternions for the best results" sounds like that old video where the guy talks nonsense that's supposed to sound technical lol, thank you for these tutorials, I don't think I'll be able to make anything too advanced but this really helps with the basic ideas of the process.

  • @oddyyy391
    @oddyyy391 2 года назад +5

    AHHHHHHHH THANK YOU SOOOO MUCH!! THIS HELPED A LOT.......BUT THERES AN EASIER WAY TO BIND THE FINGER BONES TO THE SKIN , What I did is to do the auto rig half way (the step by step) and not bind the skin yet (the last option) , I just minimized the tab and followed this tutorial and THEN CLIKED THE BIND SKIN OPTION AND IT DID THE JOB INCLUDING THE FINGERS!
    .
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    but yea if you're already thru and fully done with auto rig FOLLOW THE TUTORIAL :)

  • @arcanosify
    @arcanosify 4 года назад +36

    Please make a tutorial about attaching a facial rig to the quick rig. That would be fantastic, to get hero characters rigged and ready for production out of the box in Maya.

    • @cameronsharpe6647
      @cameronsharpe6647 3 года назад +4

      you could always just do blendshapes and add them to attribute sliders or custom Nurbs sliders if you wanted. It is annoying but may save you messing around with more controllers and potentially screwing up your skinning

  • @kaylafrederic1137
    @kaylafrederic1137 2 месяца назад

    I've been rigging for a few years now, and im literally just now learning about exporting weights 😅 and Ive also never used quick rig, very excited for a more efficient workflow

  • @adhllms
    @adhllms 4 года назад +5

    This tutorial really save me from deadline😂 Thankyou very much!

    • @bravebee1272
      @bravebee1272 4 года назад

      manusia SKS.sistem kebut semalam

    • @samy7342
      @samy7342 8 месяцев назад +1

      Sameeeee such a great help

  • @billuminati3867
    @billuminati3867 2 года назад +11

    4:53 You should tell people to set their character to the t-pose stance in the beginning, Im coming from the previous video and have to redo the fingers now because deleting the control rig puts your character into the stance automatically.

    • @deksroning125
      @deksroning125 Год назад +1

      Yes, this is what destroyed my mesh when trying to reapply the saved painted weights.

    • @ricktiffin6182291
      @ricktiffin6182291 2 месяца назад

      Same issue here! ugh

  • @terebiii13
    @terebiii13 Год назад +1

    Hello, if you found the same problem like me (after doing this tutorial) that some part of the skin is detached again when you move a particular Rig. All you have to do is select the model and Hips to "unbind skin" then "skin bind" again. if you test it again, all skin is attached again from the rigs and the skin are not weird anymore.

  • @mome6195
    @mome6195 3 года назад +1

    Excellent tutorial, and a great help!

  • @VictorBStan
    @VictorBStan 4 года назад +6

    When I unlock my skelton it goes back to T pose, although my character is in A pose. How do I keep the skeleton in A pose when unlocking? I did not do any weight painting yet.

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад +1

      It's better to freeze your geometry into T-pose as shown in the video. Quick Rig doesn't have support for A-Pose.

    • @VictorBStan
      @VictorBStan 4 года назад

      @@Autodesk_Maya I didn't want to do that because the default weight painting really morphed my mesh, but I figured out in the end that I could add the bones in A-pose before doing any weighting, so that solved it for me. Thanks for the reply :) great tutorials by the way, and perfect timing for my use case for your last tutorials!

    • @Pezcraft
      @Pezcraft 2 года назад

      @@VictorBStan How?

  • @tiber_drake
    @tiber_drake 3 года назад

    The only толковый U-Tuber, who толково и понятно explained everything. Thank You wery much! Спасибо!

  • @Attilakiralyart
    @Attilakiralyart 3 года назад +2

    I ran into a problem :( I was carefully following step by step, but the moment I imported back my saved skin (7:55), I lost the rest of the skinning. When I spin the hips, the mesh frozen in T-Pose spins with it, but Nothing else works. :( Before I exported the weight maps, I tested them and they all worked. It's an own character. Would highly appreciate your help....

  • @orphydiancg7759
    @orphydiancg7759 4 года назад +1

    at 8:30 that Paint skin weights tool window needs an ui update. Outdated icons all around What takes it so long to update Maya UI in its entirety ?

  • @oneIT-69
    @oneIT-69 3 года назад +3

    Hi
    When i imported back the maps the weights are weird and i cant find a way to fix those
    The uvs are fine but i am using udmis and the weight maps belong to different objects in the udmi tiles.
    Is there a way to fix those?

  • @Rekterrr
    @Rekterrr 4 года назад +2

    I have a problem. When I imported the skin file, instead of it being loaded to the files I've exported and merged, it became unbinded and I cannot move anything. Please help, thank you.

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад

      @@Rekterrr Have you double-checked the skin weights file to make sure you haven't accidentally added any extra characters or spaces that might have invalidated it? Also were you trying this on the provided ogre file, or your own character?

    • @Rekterrr
      @Rekterrr 4 года назад

      @@Autodesk_Maya I provided it on my own character. I tried it multiple times and it still doesn't work.

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад

      @@Rekterrr Does your character have proper UVs? Since skin weights are based on UV mappings, its possible that you don't have any / they're corrupted causing the skin weights to fail.
      You can try performing these steps and then try the weightmaps again: ruclips.net/video/s_KLbTUdKms/видео.html

    • @Rekterrr
      @Rekterrr 4 года назад

      @@Autodesk_Maya My character have face attributes such as glasses and mask. And instead of adjusting the pivot of the attributes, I combined the mesh with the character. Could that be the problem?

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад +1

      @@Rekterrr That shouldn't be an issue, though i wouldn't have combined them (just keep them as seperate meshes but skin them to the same joints).

  • @avtpro
    @avtpro 4 года назад

    Thanks. This really helps with mastering the Weight map import file.

  • @wheeler6768
    @wheeler6768 3 года назад

    This video was a massive help, thank you

  • @ayesupotions
    @ayesupotions 2 года назад

    for some reasons after i imported the body weights, the paint weight on the fingers remained.. so i didn't have to do the last part of the video. Thank you! this video was very much helpful!

  • @anuragkhatri3249
    @anuragkhatri3249 Год назад

    4:30 as soon as I turn on the skeleton display.. it is all a mess and I don’t see any skeleton, please help

  • @kirilltsarenko5102
    @kirilltsarenko5102 3 года назад

    Just super useful information. Thank you!

  • @grahamhiggins1816
    @grahamhiggins1816 3 года назад +1

    Can facial blend shapes be added? I've tried, and my rig breaks.

  • @kilbabaplays8944
    @kilbabaplays8944 9 месяцев назад

    I did have a small search before asking, but do you happen to have a detailed video on applying the skin weights in maya please?

  • @FernandoLopez-jj5tc
    @FernandoLopez-jj5tc 7 месяцев назад

    ufff uno de los primeroos tutoriales que veo y es el mejor de todos , muy buenoo. Keep going..

  • @yuliakalashnikova6161
    @yuliakalashnikova6161 2 года назад

    worked like a charm! thank you so much!

  • @gileswillow9960
    @gileswillow9960 6 месяцев назад

    Hello, thank you for the fantastic video. I have one question, is there any way to have the head with basic movement included. Such as the jaw move up and down and the eyes move? Thanks again.

  • @raulochoahernandez4474
    @raulochoahernandez4474 3 года назад +1

    Very good video! but I have a problem, when assigning the bones of the hand in the definition of the human ik, the little fingers of both hands remain yellow and the message "Some nodes are almost at the same position" appears. but the issue is that no node is in the same position, what can I do? I investigated and did not find anything about it. Cheers

  • @BrianVowles
    @BrianVowles 4 месяца назад

    Amazing, and life saving.

  • @natnaelg.meskel9761
    @natnaelg.meskel9761 4 года назад

    Thumbs up... that was cool. Try posting more frequent

  • @SimantoSteve
    @SimantoSteve 4 года назад +1

    Amaaaazing..🔥 Thanks a lot ❤️ love your work

  • @Conceptcreator
    @Conceptcreator 2 года назад

    mmm for me when dragging it on there it doesn't fuse them like you get. or turn green

    • @antonioterra5436
      @antonioterra5436 6 месяцев назад

      I'm a bit late, but you have to drag them with the middle mouse button, not the left button.

  • @lukeshaw4516
    @lukeshaw4516 Год назад

    This tutorial was fantastic! I had a question regarding extra rig control. I haven't rigged in a few years and am using quick rig to setup a block/rock character. I want to use the rig to get used to the workflow even if it is overkill for this character, but it is intended for the limbs/head to have a bit of a float to them and I was wondering if there is an easy way to allow the translation of the controls. For example, I want to grab the head controller and translate it in the y-axis so the rock head lifts a bit off the body before looking around. Thank you in advance for any replies!

  • @Hew96
    @Hew96 4 года назад +1

    thank you so much! It does help me lot, but i wonder why i zero all the transform of the controllers, it wont go back to the original pose? it stay the to same pose, all i can do is undo back them all the controllers.

  • @asafox5352
    @asafox5352 2 года назад

    Thank you for the tutorial, it was really helpful, but since I added fingers to my model Mixamo doesn't accept my rig anymore. Is this normal? (Since I noticed other tutorials do other corrective stuff on the finger bones as maya generates the new bones with Z up for some reason.)
    But I'm not sure if this is the problem, so any hint would be approciated. Thanks again

    • @Autodesk_Maya
      @Autodesk_Maya  2 года назад +1

      Unfortunately I'm not very familiar with Mixamo, so it's hard for me to answer. If that software does have limitations on local rotation axes (LRAs), then yes you would need to re-orient the joints by selecting them and using Skeleton > Orient Joints.

  • @z.s.2057
    @z.s.2057 9 месяцев назад

    When I try and use projected centering the joints just phase through the hand I made, and when I try and shrink the skeleton to match yours the joints shrink too so the skeleton is still bigger.

  • @JoeS-ne2ch
    @JoeS-ne2ch 4 года назад

    Motionbuilder likes the fingers straight in the tStance. Is Maya any different? I’d like to see a more advanced rig video with a finger setup that also contains inHand joints.

  • @xaviae888
    @xaviae888 4 года назад

    You make look so easy then when i do my head explote! :)

  • @raol635
    @raol635 3 года назад

    Great tutorial. Thank you.

  • @fernando3061
    @fernando3061 4 года назад

    You sound a bit like Malcolm Gladwell. So I'm happy.

  • @toharry5182
    @toharry5182 4 года назад +1

    im having problems that after i finish putting the weight on my model it seems to be locked itself, even i tried to check was there anything lock from it but nothing shows locked on channel box

  • @jesusblanco6069
    @jesusblanco6069 3 года назад +1

    This is such a time saver, thank you so much!

  • @ronydey2696
    @ronydey2696 4 года назад

    GREAT MASTER CLASS THAT'S THUMBS UP

  • @_murs_
    @_murs_ 3 года назад

    Very big THANKS. Im think create fingers joints before skinning with quick rig more easy).

  • @Left4Deaded
    @Left4Deaded Месяц назад

    I had an error where it said 'can't bind to ik handle' while skinning at the end but fixed it by setting the Character Controls source to None to bind it and then back to the control rig afterwards.

  • @genkidama7385
    @genkidama7385 4 года назад +1

    that is great, considering more and more to switch to maya from blender.

  • @romiokasuga
    @romiokasuga 4 года назад

    is that dual quaternion on the fingers still relevant after the skin merge and reimport ?

  • @MrVidman14
    @MrVidman14 4 года назад +1

    could this work for a tail also?

  • @MauricioBG
    @MauricioBG 2 года назад

    Does the dual quaternion option in the skin is accepted in game engines?

  • @tasticad58
    @tasticad58 4 года назад

    Very smart, thanks for the tips.

  • @pakapeta7772
    @pakapeta7772 3 года назад

    Why I get Double transformation problem on the hands...

  • @wheeler6768
    @wheeler6768 3 года назад

    this was helpful, thank you

  • @laurelionothaliondor7308
    @laurelionothaliondor7308 6 месяцев назад

    Hi, nice tutorial but I have a question: I have the character and the skeleton in A pose, how I prevent it go in T pose when I unlock the definition?

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Год назад

    For some reason Projected Centering is not working for me ? and yes I press Enter when done ......

  • @Roman-L
    @Roman-L Год назад

    Projected centering simply doesnt work for me... idk why, I tried in with different scenes and everything you could imagine but it doesnt want to work

  • @ab_pearl41
    @ab_pearl41 9 месяцев назад

    Hello, I have a problem when importing the skin... I select the hips and then the mesh, import the skin but nothing happen and a red line appears saying that no skin was selected... Does anyone have any idea what the problem is?

  • @nikitagerasimchik9095
    @nikitagerasimchik9095 3 года назад +1

    Maya dont really export weight maps, folder with them its empty

  • @dgdebalina
    @dgdebalina 4 года назад

    How can I define finger controls of a customised rig to the custom rig(control) tab. Is there any option for that?
    1. I have a rigged character. Defined the skeleton and would like to define the controls of the rig in the custom rig tab. I could do that for the body, but couldn't find any option of fingers. Any light on that would be really helpful. Thanks.

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад +1

      Unfortunately, finger control display in custom rigs isn't an option right now. That isn't to say you can't have finger controls in custom defined rigs - it's just that there's no display for them in the Character Controls panel, so you'll still need to select those controls in the Viewport or Outliner.
      I suspect this is because the Custom Rig feature comes from a time before HIK had finger compatibility at all, and that the feature wasn't widely adopted so this slipped through a crack.

  • @camandercam785
    @camandercam785 4 года назад

    For some reason my head keeps disappearing from the skin weight list whenever I import it back onto the character. This is before combine the finger weights and body weights and the head weight .IFF shows up in the body skin weights folder so I don't understand what's causing that. Any help would be appreciated.

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад

      That's odd. What if you export just the head weights, then combine that with the body weights and then finger weights (so combine 3 files instead of 2)?

  • @Nobbejo2
    @Nobbejo2 11 месяцев назад

    I tried to import skin weights but the weight map is a mess after that. Does anyone know how to fix that?

  • @sachpierre1848
    @sachpierre1848 Год назад

    Hey, so I have a little problem with my painted weights. I'm using my own character and after completing the previous tutorial and having painted the influences in A-pose, I have a proper character that moves. I want to add the fingers rig because my character will be holding a sword. Whenever I put my character in T-pose using the 'Stance pose" button and I export my skin weights. I re-import them to check whether it worked properly onto my mesh without making any changes, but the result doesn't correspond at all with the weights that I hand painted. Please help me. I don't want to continue the tutorial knowing the body skin weights I've saved don't correspond with what I've done.

    • @Autodesk_Maya
      @Autodesk_Maya  Год назад

      This should work - it shouldn't matter what pose you're exporting with so long as you're importing it onto the same geometry. What resolution are you exporting at? The default is 128 but maybe trying upping that to something like 512 for more accuracy?

  • @mertdemir2934
    @mertdemir2934 4 года назад

    Hello. I added rig and animation to the character I modeled. Animation on Maya works smoothly but only exports body animation when exporting. Although I make eyes and teeth, parents do not apply the animation while exporting. What is the reason of this.
    When I add other objects with the body from the quick rig, the problem is solved, but this time the animation is growing during the animation is disrupting the model. What should I do?

    • @Friidilinen
      @Friidilinen 3 года назад

      hi! sorry to hijack your question like 1 year later but did you solve this? I actually have the same problem myself and can's seem to find a solution.....

  • @MightyZeusXo
    @MightyZeusXo 4 года назад

    Does it have a pole vector when using HIK

  • @jayceattride8479
    @jayceattride8479 4 года назад

    Hi. I have an issue. when I import my the new skin with hands, the value of the skinning has lowered. causing the finger-rig to have little control over the finger mesh. even though it work perfectly prior to export and import the skin. Any ideas why this might happen. Please and thank you

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад

      Is this just in the finger area? Or along the entire body? You can try increasing the "Map Size" in the Export Skin Weights options to get better resolution and see if that helps. Or try exporting as alpha instead of luminance.

    • @jayceattride8479
      @jayceattride8479 4 года назад

      @@Autodesk_Maya yes it was just the finger area. and thank you I will give that a try and see what happens. This is still the most helpful tutorial out there. Thank you for everything.

  • @ArtKatarina
    @ArtKatarina 2 года назад

    Does Maya have the same animation layers as in Motionbuilder? Is it possible to work with mocap files like in MoBu?

  • @deksroning125
    @deksroning125 Год назад

    Yeah, but when I re-inserted the saved skin weights back onto the mesh, it completely destroyed it.
    The bones from one side were affecting the other and the mesh wasn't deforming as it should have.
    I think this is a product of Maya forcing the skeleton and mesh into T stance and thentrying to revert it to A stance by re-applying old skin weights destroys the deformation.
    Is there a different way to add the finger IK's without allowing the thing to remove the existing skin?

    • @MrRavens
      @MrRavens 15 дней назад

      did u find a fix to this?

    • @deksroning125
      @deksroning125 15 дней назад

      @MrRavens unfortunately no. I hadn't used Maya since that happened. I've gone back to max for other stuff that's not character related

    • @MrRavens
      @MrRavens 15 дней назад

      @@deksroning125 quite supriised i got an answer lmao considering its been a year, welp im stuck on remaking this.. sigh.. cant find any answer anywhere

  • @SenEmChannel
    @SenEmChannel 3 года назад

    When i import weight map. My skin get messy in very wrong way. I check my uv map, nothing wrong. So can anyone help me out

  • @gamesfordlegend
    @gamesfordlegend 2 года назад

    I'm having problem with the joint rigging on the thumb, the joint chain is way too big help me out

    • @Autodesk_Maya
      @Autodesk_Maya  2 года назад +1

      Try going to Display > Animation > Joint Size and adjusting it from there.

  • @Ahmed_Orabi
    @Ahmed_Orabi 4 года назад

    Hey Maya i have a problem in hypershade node editor when i creat a displacement node and try to graph it in viewport once again in node editor it is gonna disappeared from hypershade and i can't bring it back to my material . Any suggestions ??

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад

      In the Hypershade, go to the "Shading Groups" tab at the top and then drag it back into the graph from there.

    • @Ahmed_Orabi
      @Ahmed_Orabi 4 года назад

      @@Autodesk_Maya this just bring the blue node of my redahift material . When i select my object and go to hypershade then right click and graph material on view port he bring all thing expect the redshift displacement node i need bring all node back

  • @yuezhang5551
    @yuezhang5551 4 года назад

    I got an issue when regenerating the control. the joints are offset and the finger joints are gone. Anyone knows how to solve this problem?

  • @Foadby
    @Foadby Год назад

    Hi, i can't find tangent handle in graph editor on quick rigged character, can anyone help me please?!

  • @Xerzewyth
    @Xerzewyth 2 года назад

    Very useful. Thank you

  • @commanderdante3185
    @commanderdante3185 2 года назад

    frig. I imported my skin weights and they are so jacked up. similar to the start. what do you think happened?

    • @Autodesk_Maya
      @Autodesk_Maya  2 года назад

      By "jacked up" do you mean the values are way too high?

    • @commanderdante3185
      @commanderdante3185 2 года назад

      @@Autodesk_Maya Sorry, your tutorial is excellent. I think because I used NGskintools perhaps my weight maps didn't save correctly. My character also has a few armor peices which aren't joined to the mesh which could be causing the error. I notice some of the weight data transfered by there are many sections with protrusions.

    • @Autodesk_Maya
      @Autodesk_Maya  2 года назад

      @@commanderdante3185 Ah it's possible. I haven't used that toolset myself personally. Sorry about that!

  • @theredspider6611
    @theredspider6611 3 года назад

    it says that skin on joint1 was bound at a different pose. go to the bindpose to attach new skins. how can i fix it?

    • @Autodesk_Maya
      @Autodesk_Maya  3 года назад

      In the HumanIK Editor, click the Go to bind pose button on the far right. help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-46964B80-1DEA-49BB-A7CF-0DBA40D9F87F

    • @theredspider6611
      @theredspider6611 3 года назад

      @@Autodesk_Maya the option in the skin tab?

    • @Autodesk_Maya
      @Autodesk_Maya  3 года назад

      @@theredspider6611 No, the one in the Human IK Editor (the small icon in the top right of the man in T-Pose)

    • @theredspider6611
      @theredspider6611 3 года назад

      @@Autodesk_Maya still getting the same error :(

  • @irenoyd
    @irenoyd 4 года назад

    How can I rig the head with blend shapes after this?

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад +1

      Check this out to start: help.autodesk.com/view/MAYAUL/2020/ENU/?guid=GUID-3709AA9D-08E9-464A-A812-B940149D3B5F
      and then this to do multiple expressions:help.autodesk.com/view/MAYAUL/2020/ENU/?guid=GUID-42114F0D-8F16-4365-A52C-E0FD70F40852

    • @irenoyd
      @irenoyd 4 года назад

      @@Autodesk_Maya Thanks!

  • @aryan007536
    @aryan007536 3 года назад

    can we freeze control
    values after moving rig to T-Pose.?

    • @Autodesk_Maya
      @Autodesk_Maya  3 года назад

      It's possible but would be some work. With HIK the preferred method is to just use the "Return to rest pose" button in the HIK control menu.

  • @devilhacker1659
    @devilhacker1659 4 года назад

    Imported weights doesn't work on my model, skinning remaining same.
    Help please

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад

      Is the skin topology the same as the model you exported weights from? You cannot change the model at all for this to work (only the rig).

    • @devilhacker1659
      @devilhacker1659 4 года назад

      @@Autodesk_Maya then what is the way to modify the model after rigging without losing weights

    • @Autodesk_Maya
      @Autodesk_Maya  4 года назад

      @@devilhacker1659 For that, you'll want to make a copy of your original skinned mesh, do whatever modeling changes you want to it, then use Skin > Copy Skin Weights (while the two models are overlapping) to copy the weights from one to another. This will copy the skin weights by closest points, rather than by Vertex ID (which changes every time you modify the model).
      That being said though, it's always best to try and be as finished with the modeling process as possible before beginning the rigging process. It just makes for a smoother overall process.

    • @devilhacker1659
      @devilhacker1659 4 года назад

      @@Autodesk_Maya thanks

  • @semillasdeambundancia
    @semillasdeambundancia 4 года назад

    You're a Master!!! Thanks!!!!! Love u

  • @annatiseiko3733
    @annatiseiko3733 4 года назад

    Best tutorial)) thanks!!!

  • @crepartist4833
    @crepartist4833 2 года назад +1

    not working for me i will rig instead

  • @やほお-b6z
    @やほお-b6z 2 года назад

    thanks

  • @kaywoodryan8665
    @kaywoodryan8665 Год назад

    When i paint, it really deforms the mesh

  • @warriormaddy420
    @warriormaddy420 7 месяцев назад

    thankyou

  • @elfe_noir
    @elfe_noir 4 года назад

    a lot of thanks!

  • @claudiaortega6459
    @claudiaortega6459 3 года назад

    for some reason it didnt let me bind the skin, it says there is already a skin cluster

    • @Autodesk_Maya
      @Autodesk_Maya  3 года назад +1

      Try using "Detach Skin" first.

    • @claudiaortega6459
      @claudiaortega6459 3 года назад

      @@Autodesk_Maya it worked thank you ! my hand rig is slightly out of the hand how can i fix this >?

  • @iraklikobiashvili5321
    @iraklikobiashvili5321 3 года назад

    thank you for share

  • @amirbabaei7048
    @amirbabaei7048 4 года назад

    Tnx again man .

  • @AleksKorniienko
    @AleksKorniienko 4 года назад

    Thank!

  • @kpmlore
    @kpmlore 4 года назад

    awesome

  • @abcameter
    @abcameter 4 года назад

    You’re a boss

  • @ilSignorLimone
    @ilSignorLimone 4 года назад

    neat!

  • @dayanadil911
    @dayanadil911 3 года назад

    gabisa di buka mass link nya

  • @bombomb_001
    @bombomb_001 4 года назад

    smart!

  • @lucasferreira22109
    @lucasferreira22109 Год назад +1

    Thank u so fucking much

  • @charliegronlund787
    @charliegronlund787 6 месяцев назад

    WARNING:
    He is not clear about this until you actually get to the point in the video, but you CANNOT HAVE YOUR MODEL IN A-POSE!!
    It will get reset to Tpose and deform weirdly when you unlock skeleton definition. He should've been clearer with this

  • @oneone3211
    @oneone3211 4 года назад +2

    I'm a story writer and I want my story to be made into animation with good quality (not upto the level of Disney movies).
    Can you do it for me?
    The story requires around 1 hour of animation movie.

    • @tuomoluukkanen7265
      @tuomoluukkanen7265 4 года назад +3

      I can absolutely do it for you 100% free, and with very good quality. Not Disney, but still very competitive.
      Relieved to hear it's only 1h of animation, so it's still within the grasp of reality from one animator.
      EDIT: I'm sorry, this was a bit arrogant. I was joking because your comment seemed like satire, but it dawned on me that you might be still a kid and you're being serious.
      It should be obvious that what you're asking is impossible. If you'd take a look at the credits of some 3d short films, even they have a ton of people working on them, and they might be just a few minutes long.

    • @ZackMathissa
      @ZackMathissa 4 года назад

      @@tuomoluukkanen7265 Hello there, do you really do freelance job?

  • @H0LAI
    @H0LAI Год назад

    honestly. why not just include adding hand joints in autorig? and allow to move/edit accordingly just like main joints? this process is way too time consuming!
    this process completely messes up joints from autorig as soon as I remove history and do skinning and import skinmaps. just ruins all the work done. rigging is absolutely fine prior to this!
    just add hand joints to autorig!!!

  • @defonten
    @defonten Год назад +4

    Hi, when I unlock bone definitions like you show on 4:53 my joints reset to default stance position where the joints of arms and legs are aligned perfectly in a straight line. Is there a way to avoid that somehow - making the joints maintain that initial non-straight arms and legs offset I had in my mesh (I had arms moved down a tiny bit and legs being slightly moved inwards) or is not possible at all?

    • @michaelarby
      @michaelarby 7 месяцев назад

      having the same problem. I quick-rigged onto an A-pose, but unlocking the definitions reverted the skeleton etc to a T pose.

  • @llRDXll
    @llRDXll 2 года назад

    when I click the unlock icon in the definition panel the definition takes a T pose for some reason it resets to T pose while I had it set up in an A pose I need help..

    • @Autodesk_Maya
      @Autodesk_Maya  2 года назад

      Unfortunately HumanIK is a T-Pose based system.

    • @llRDXll
      @llRDXll 2 года назад

      @@Autodesk_Maya ooh got it well I got it to work I had to just move everything back to A pose manually and everything worked just fine

  • @PSICadetZen
    @PSICadetZen Год назад

    my joints are not connecting with my mesh at all :( they go to the ground behind where I'm clicking

    • @Autodesk_Maya
      @Autodesk_Maya  Год назад +1

      You can just use the Move Tool to move them back into place.