"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.
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! . . . but yea if you're already thru and fully done with auto rig FOLLOW THE TUTORIAL :)
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.
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
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
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.
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.
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 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!
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....
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?
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.
@@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 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
@@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?
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!
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.
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
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!
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.
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
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.
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.
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.
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
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.
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?
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.
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.
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.
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)?
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.
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?
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?
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.....
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
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.
@@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.
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?
@@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
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 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
@@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.
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
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
@@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.
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
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.
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.
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!!!
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?
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..
The thumbs up in the end lmao
Wow! The projected centering option is what I had been missing all my life when attempting to make detailed rigs. Nice
"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.
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!
.
.
.
but yea if you're already thru and fully done with auto rig FOLLOW THE TUTORIAL :)
Thanks for this comment
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.
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
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
This tutorial really save me from deadline😂 Thankyou very much!
manusia SKS.sistem kebut semalam
Sameeeee such a great help
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.
Yes, this is what destroyed my mesh when trying to reapply the saved painted weights.
Same issue here! ugh
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.
Excellent tutorial, and a great help!
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.
It's better to freeze your geometry into T-pose as shown in the video. Quick Rig doesn't have support for A-Pose.
@@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!
@@VictorBStan How?
The only толковый U-Tuber, who толково и понятно explained everything. Thank You wery much! Спасибо!
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....
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 ?
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?
Yes, me too, please help.
ditto!
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.
@@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?
@@Autodesk_Maya I provided it on my own character. I tried it multiple times and it still doesn't work.
@@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
@@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?
@@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).
Thanks. This really helps with mastering the Weight map import file.
This video was a massive help, thank you
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!
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
Just super useful information. Thank you!
Can facial blend shapes be added? I've tried, and my rig breaks.
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?
ufff uno de los primeroos tutoriales que veo y es el mejor de todos , muy buenoo. Keep going..
worked like a charm! thank you so much!
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.
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
Amazing, and life saving.
Thumbs up... that was cool. Try posting more frequent
Amaaaazing..🔥 Thanks a lot ❤️ love your work
mmm for me when dragging it on there it doesn't fuse them like you get. or turn green
I'm a bit late, but you have to drag them with the middle mouse button, not the left button.
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!
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.
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
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.
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.
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.
You make look so easy then when i do my head explote! :)
Great tutorial. Thank you.
You sound a bit like Malcolm Gladwell. So I'm happy.
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
Same :(
This is such a time saver, thank you so much!
GREAT MASTER CLASS THAT'S THUMBS UP
Very big THANKS. Im think create fingers joints before skinning with quick rig more easy).
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.
that is great, considering more and more to switch to maya from blender.
is that dual quaternion on the fingers still relevant after the skin merge and reimport ?
could this work for a tail also?
Does the dual quaternion option in the skin is accepted in game engines?
Very smart, thanks for the tips.
Why I get Double transformation problem on the hands...
this was helpful, thank you
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?
I'm having the same issue
For some reason Projected Centering is not working for me ? and yes I press Enter when done ......
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
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?
Maya dont really export weight maps, folder with them its empty
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.
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.
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.
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)?
I tried to import skin weights but the weight map is a mess after that. Does anyone know how to fix that?
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.
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?
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?
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.....
Does it have a pole vector when using HIK
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
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.
@@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.
Does Maya have the same animation layers as in Motionbuilder? Is it possible to work with mocap files like in MoBu?
Yup!
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?
did u find a fix to this?
@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
@@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
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
I'm having problem with the joint rigging on the thumb, the joint chain is way too big help me out
Try going to Display > Animation > Joint Size and adjusting it from there.
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 ??
In the Hypershade, go to the "Shading Groups" tab at the top and then drag it back into the graph from there.
@@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
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?
Hi, i can't find tangent handle in graph editor on quick rigged character, can anyone help me please?!
Very useful. Thank you
frig. I imported my skin weights and they are so jacked up. similar to the start. what do you think happened?
By "jacked up" do you mean the values are way too high?
@@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.
@@commanderdante3185 Ah it's possible. I haven't used that toolset myself personally. Sorry about that!
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?
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
@@Autodesk_Maya the option in the skin tab?
@@theredspider6611 No, the one in the Human IK Editor (the small icon in the top right of the man in T-Pose)
@@Autodesk_Maya still getting the same error :(
How can I rig the head with blend shapes after this?
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
@@Autodesk_Maya Thanks!
can we freeze control
values after moving rig to T-Pose.?
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.
Imported weights doesn't work on my model, skinning remaining same.
Help please
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).
@@Autodesk_Maya then what is the way to modify the model after rigging without losing weights
@@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.
@@Autodesk_Maya thanks
You're a Master!!! Thanks!!!!! Love u
Best tutorial)) thanks!!!
not working for me i will rig instead
thanks
When i paint, it really deforms the mesh
thankyou
a lot of thanks!
for some reason it didnt let me bind the skin, it says there is already a skin cluster
Try using "Detach Skin" first.
@@Autodesk_Maya it worked thank you ! my hand rig is slightly out of the hand how can i fix this >?
thank you for share
Tnx again man .
Thank!
awesome
You’re a boss
neat!
gabisa di buka mass link nya
smart!
Thank u so fucking much
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
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.
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.
@@tuomoluukkanen7265 Hello there, do you really do freelance job?
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!!!
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?
having the same problem. I quick-rigged onto an A-pose, but unlocking the definitions reverted the skeleton etc to a T pose.
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..
Unfortunately HumanIK is a T-Pose based system.
@@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
my joints are not connecting with my mesh at all :( they go to the ground behind where I'm clicking
You can just use the Move Tool to move them back into place.