Character Rigging in Maya! Episode 5 - Creating the FK Limb Controls

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  • Опубликовано: 28 окт 2024

Комментарии • 25

  • @Dikko
    @Dikko  2 года назад +4

    As a token of appreciation to everyone, you can download the character meshes featured in this video FOR FREE from my Gumroad: dikko.gumroad.com/l/yjhhbn. Have fun!

  • @Blorsht
    @Blorsht Год назад +1

    Super appreciative of the Maya content.

  • @juliusnadar7802
    @juliusnadar7802 Год назад +1

    The Goat of rigging

  • @tankthomus
    @tankthomus Год назад +1

    I am back, and I have another quick question. Do you need to manually change the rotation order of your controller so that they match the bone's rotation order, or does the controller automatically inherit the joint's rotation order when you use the "Match all Transforms"?
    My guess is that you need to manually change the controller's rotation order, but I didn't see you do it in your tutorial so is it necessary to do this?

    • @Dikko
      @Dikko  Год назад +1

      You are correct! You will need to match the rotation order on the controls manually

  • @tankthomus
    @tankthomus Год назад +2

    I have been loving the tutorials so far, but I have a quick question. What is the purpose of the Locator? Would it be ok just to connect the controls straight to the bone, or does this cause problems? Thanks.

    • @Dikko
      @Dikko  Год назад +2

      You need the locators to take on the transform offsets in order to have the control maintain the correct orientation

    • @tankthomus
      @tankthomus Год назад +3

      @@Dikko It took me a while to understand your comment, but I finally get it now. If you try and freeze a controller without a locator, it will reset the controller's orientation as well. So the locator exists to preserve that proper orientation, while still allowing you to freeze the controller.

    • @Dikko
      @Dikko  Год назад +1

      @@tankthomus yep thats exactly it :)

  • @michaelfuller5417
    @michaelfuller5417 Год назад +2

    Hey Dikko, great tutorials! I have a question. I noticed while creating the hand control, the y-axis of my hand is pointing towards the pinky, which made the controller show up off kilter. Is this okay? Do I need to fix the joint before moving forward?

    • @Dikko
      @Dikko  Год назад +1

      You might need to adjust your joint orientation on the pinky

    • @tankthomus
      @tankthomus Год назад +1

      If I understand your problem correctly, the wrist (or hand) orientation is pointed toward the pinkie. I watched a video called "Joint Orientation - Maya Rigging for Beginners Part 2" by "Holly's Maya Tutorials" and explains how to solve this problem.

  • @thffkfltm
    @thffkfltm Год назад

    Hi, thanks for the great tutorial! I have a question. When you are rigging the clavicle, I noticed some character rigs have 2 different systems of rotating the clavicle. Normally it moves with the entire arm but some rigs do have switch that I can make the clavicle move separately without affecting the arm. Could you please be kindly explain how to make this system?

  • @taniatsanova3735
    @taniatsanova3735 6 месяцев назад

    Hi, I have followed the tutorial by now to a T however have noticed that when I try to move the leg joint with the controller for example, the joint goes the opposite way of the controller. I know this is because the controller moves to a positive on one side however the joint moves to the negative however I am unsure with how to fix it.

  • @olehdiakov4272
    @olehdiakov4272 7 месяцев назад

    Hi, but what I have to do if my main axis of bones is X and when I apply all the transforms for my locators I have a circle shape looks like a bone direction, not perpendicular, but parallel. Help me please, because I already waste 3h and don't know ho to rotate a circle for 90 degrees, because after that, when I apply a rotate from the controller to the bone i have a wrong direction.. Thank you

  • @charlesjoshi5154
    @charlesjoshi5154 Год назад

    Thank you so much 😊😊😊😊

  • @JulioNessar
    @JulioNessar Год назад

    I have a question, when applying the Match All Transformations my hand controller rotates a lot, the ones you did are not changing that much. Can I leave them like that or I have to correct something? doesn’t look that good as it is and maybe it can confuse

    • @Dikko
      @Dikko  Год назад

      Yeah that happened to me too. You just gotta rotate the control shape to the direction you want then freeze the transform

    • @JulioNessar
      @JulioNessar Год назад

      @@Dikko Great, thanks!

  • @sauravsharma8791
    @sauravsharma8791 8 месяцев назад

    i have a question after using connection editor only z axis is working x and y axis isnt working they move in differnent directions
    plz help

    • @Dikko
      @Dikko  8 месяцев назад

      It might be because your joint orientation is different from mine

  • @apocalypse7224
    @apocalypse7224 Год назад

    How do I fix my offset when I rotate my controller at 23:30?

  • @1mahlan
    @1mahlan Год назад +2

    Hey Dikko, love the detail and explanations on these tutorials. Right now I'm applying this same concept to another model. For an odd reason when using the connection editor, my rig would offset to a different rotation and controllers would not work. I've re-watched and followed through a couple times but something doesn't seem to be working. My locator should've matched all transformations when using match transform. Checked my local rotation axes and they are matching. I'm confused to why it's still causing me problems. What are key notes I should check to ensure my connection editor is working properly?

    • @tankthomus
      @tankthomus Год назад +2

      Does your bone have rotation values in it's Channel Box while you are trying to connect the controller's rotate to the bone's rotate? If you connect a controller with 0 as it's rotate value to a bone with a 50 as it's rotate value, the controller's value will override the bone's value and snap the bone to the controller's value.
      Is this the problem you are having? If it is try freezing the bone's rotate value before connecting the controller to it threw the connection editor, this should fix it.

    • @1mahlan
      @1mahlan 11 месяцев назад +1

      Thank you!!! Yeah I should freeze rotate the bones before applying the controllers. This helped alot!