Rigging the desk lamp in Maya

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  • Опубликовано: 3 ноя 2024

Комментарии • 65

  • @emilynalexandrabolivarlimo794
    @emilynalexandrabolivarlimo794 4 года назад +10

    I´ve been driving crazy trying to find an easy and simple tutorial of how to Rig a mechanical arm! after wasting so much time I finally found this one, and It helped me a LOT!!! finally something easy and understandable!!!! amazing!!! thank you!!!!

  • @unajoppie9881
    @unajoppie9881 5 лет назад +3

    Rigging seems very difficult to me, but your tutorial helped me a lot! I appreciate it with all my heart :)

  • @royalspartan9
    @royalspartan9 7 лет назад +1

    Thank you sir, I really appreciate you clearly putting the hotkeys in too. That made things much simpler!

  • @JuanCarlos-qj8rr
    @JuanCarlos-qj8rr 7 лет назад +3

    Thanks sr, I like how you explain and hoy easy it is to understand, I hope you continue to uploading videos of more rigging objects and animations, It would help me a lot! greetings from Mexico

  • @dwainehiggins4451
    @dwainehiggins4451 7 лет назад +4

    Great vid!
    *crosses fingers to await possibly future, advanced rigging videos*

  • @o-yunorachang9121
    @o-yunorachang9121 4 года назад +2

    Thank you very much! If not have this tutorial,I can't finish my Maya homework!thanks

  • @Ben-gm3tb
    @Ben-gm3tb 5 лет назад +2

    super useful and clear thanks helped a lot for my project

  • @tjgregorio1767
    @tjgregorio1767 6 лет назад +2

    Thank you so much for this tutorial, all working very well...thank you!

  • @litote9
    @litote9 6 лет назад +2

    Short and to the point. Thanks.

  • @victoriamarilyn
    @victoriamarilyn 4 года назад +2

    I loved this tutorial! Thank you!

  • @14hil81
    @14hil81 5 лет назад +2

    Very useful tutorial for beginners thanks a lot

  • @RizuTheCatLady
    @RizuTheCatLady 4 года назад +3

    Best tutorial ever!!!

  • @indianeinstein1978
    @indianeinstein1978 6 лет назад +1

    very nice idea and clear explanation. and calm voice too !! thanks

  • @darkvoid9131
    @darkvoid9131 Год назад +1

    Great tutorial, thank you!

  • @dewdew895
    @dewdew895 7 лет назад +1

    Thank you for the tut and your clear english! :)

  • @anilchauhan2145
    @anilchauhan2145 7 лет назад +1

    thats superb Sir ,,,Very nice tutorial

  • @Rathemighty
    @Rathemighty 4 года назад +2

    Fantastic! Thank you so much!

  • @bangaloredestinyrider3885
    @bangaloredestinyrider3885 6 лет назад +3

    Thank you so much for the video it's help me lot

  • @moali5153
    @moali5153 5 лет назад

    yah it,s very brief and useful lesson .. I'm very grateful to you.

  • @davidhallows2389
    @davidhallows2389 4 года назад +2

    Just what I needed, ta.

  • @bambi8485
    @bambi8485 5 лет назад +2

    Good tutorial to learn maya and English hahaha :) Thank you

  • @curlyt8198
    @curlyt8198 3 года назад +1

    Thank you very much sir 🙂😍

  • @yogeshprince8488
    @yogeshprince8488 5 лет назад +3

    thank you, bro :)

  • @LeftoverAtoms
    @LeftoverAtoms 4 года назад +6

    Well I feel very dumb now, it was that simple to do this.

  • @LukeHan2001
    @LukeHan2001 7 лет назад +1

    Thanks for the help!

  • @suzanneVD0203
    @suzanneVD0203 2 года назад +1

    tthhhaaaankkkk yyooouu :D helped so much

  • @ovi7051
    @ovi7051 3 года назад +1

    thank you so much sir ........

  • @EdwinDeTacos
    @EdwinDeTacos 6 лет назад +2

    thank you so much!

  • @KaleNiranjan
    @KaleNiranjan 5 лет назад +3

    Is there an advantage to parenting the mesh to the joints instead of skinning (smooth bind) in this particular example ?

    • @artSqoolType
      @artSqoolType  5 лет назад +5

      Yes, I would parent instead of binding anything that is not meant to bend or deform. Like in a character head I would bind the head mesh but parent eyeballs and teeth. Parenting (or using constraints) is simpler and it can even make your scene play back smoother.

  • @stevenross5342
    @stevenross5342 4 года назад +2

    Is it best practice to Always (In every case) Freeze Transformations/Delete History once you've finished modeling and moving onto rigging?

    • @artSqoolType
      @artSqoolType  4 года назад +1

      Delete History yes, Freeze Transformations in almost every case!

  • @averysaltyperson7290
    @averysaltyperson7290 2 года назад

    This is a really good tutorial! Ive had a bit of trouble on the IK handle section, it keeps comming up with '// Error: No valid items were selected. Must be joints, effectors, or nurbs curves.' and I haven't found any info on how to fix it. Is there a fix for this?

    • @artSqoolType
      @artSqoolType  2 года назад

      Not sure, but make sure that when you have selected the IK Handle tool you click on joints. It may be easier to do in the persp view than in side or front view.

  • @yuralaskevich2023
    @yuralaskevich2023 5 лет назад +1

    Thanks, very good

  • @alaslipknot
    @alaslipknot 6 лет назад +1

    Thank you!

  • @popogudiya5649
    @popogudiya5649 6 лет назад

    very nice......love it

  • @kstz_e-sports
    @kstz_e-sports 2 года назад +1

    why didnt you used skinning process instead of parenting joint directly to object?

    • @artSqoolType
      @artSqoolType  2 года назад +1

      Skinning is good for objects that bend or stretch, but it's a more complicated approach and can even slow down playback. Solid objects like these don't need it.

  • @SimonK91
    @SimonK91 2 года назад +1

    Being new in maya, I would've probably chosen parent constraint rather than directly parenting the object to the joints.

    • @artSqoolType
      @artSqoolType  2 года назад

      I'm keeping things simple by directly parenting. Parent Constraint is a more refined way and can be better for a more complicated rig.

  • @filipcvetanovski3233
    @filipcvetanovski3233 Год назад

    how do you select objects with joints like i cant do that?

  • @ave1996
    @ave1996 5 лет назад +2

    Can I use this to rig a spring, with a hook on the tip, that can also be rig?

    • @artSqoolType
      @artSqoolType  5 лет назад

      The springs would require a more complicated setup, I needed to keep this one simple!

  • @vazak11
    @vazak11 6 лет назад +1

    Cool!

  • @SofiYTVideos
    @SofiYTVideos 6 лет назад +1

    Hi! so like i made the joints like on the tutorial on my model, but when i select them only the joints move and not the whole object

    • @artSqoolType
      @artSqoolType  6 лет назад

      Hi, did you parent the pieces of the model to the joints?

    • @Ryzawing
      @Ryzawing 5 лет назад

      @@artSqoolType I'm not the same guy but I have the same issue - parenting or binding skin doesn't make them move, just the joints.. i should note that this is using 1 object rather than multiple

    • @artSqoolType
      @artSqoolType  5 лет назад

      It's hard to say why it's not working. Are you sure you parented in the right order: select object, shift-select joint and press P ?

  • @SuperKelebek
    @SuperKelebek 6 лет назад +1

    perfect

  • @3dvfxanimator729
    @3dvfxanimator729 6 лет назад

    What to do with Joint 4.?
    We unparent it when we moved all head parts into head controls.?

    • @artSqoolType
      @artSqoolType  5 лет назад +1

      Joint4 becomes obsolete in this simplified example. Usually I would orient constraint joint4 to the head control (instead of movng the objects into head control).

  • @ave1996
    @ave1996 5 лет назад +1

    How do you limit the transformation of those circles of you parent the joints and ik?

    • @artSqoolType
      @artSqoolType  5 лет назад +1

      What would you like to limit?

    • @ave1996
      @ave1996 5 лет назад

      For example, I want to limit the rotation of the head of that desk lamp or if I pull it down it will not go beyond the base stand. Something like that. Because I saw some videos using a sider control with min and max value. May be it’s just the same?

    • @artSqoolType
      @artSqoolType  5 лет назад +1

      You can give attributes min/max limits in Attribute Editor, but it's a simple value limit, for making the lamp head not go beyond the base would need a more complex setup. Generally I don't do this as I may be limiting the animation in some cases by such setup.

    • @ave1996
      @ave1996 5 лет назад +2

      @@artSqoolType Thanks... I learned in this tutorial...

  • @sanketbagwe945
    @sanketbagwe945 2 года назад +1

    Sir where I get this file of lamp?

    • @artSqoolType
      @artSqoolType  2 года назад +2

      Unfortunately you'll just have to make it :)

  • @columbaespitia4695
    @columbaespitia4695 5 лет назад

    El examen de Chuy en LAD x)

  • @bankruptcybarrel
    @bankruptcybarrel 8 лет назад

    When I attempt to link the twist target and the ikHandle, it gives me an error code that the twist target is not valid. What do I do?

    • @artSqoolType
      @artSqoolType  8 лет назад

      Did you first select twist target, then shift-select ikHandle?

    • @bankruptcybarrel
      @bankruptcybarrel 8 лет назад +1

      teemuAuersaloDotCom I got it working! I tried shift select a few times but it was selecting more than just the IKHandle; it was selecting the lampshade and bulb. I ended up realising to select it I had to use CTRL-Select. Thank you!

    • @artSqoolType
      @artSqoolType  8 лет назад +3

      Great. It can be confusing: in the Outliner you would ctrl-select, in the viewport shift-select.