#RiggingInMaya

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  • Опубликовано: 15 янв 2025

Комментарии • 19

  • @Voices_of_Us
    @Voices_of_Us 2 года назад +12

    Now my brain is streching haha

  • @LouiseChib
    @LouiseChib 4 месяца назад +1

    Came across an issue which happens a lot in Maya when setting things up in the node editor. Is that sometimes you have to do things in order for it to work. In my issue, I did my FK IK switch AFTER I applied the squash stretch system and it actually replaces the data making the squash stretch to no work at all, which is really weird. So I had to set up the FK IK switch first THEN apply the squash stretch system. Something that would probably help others who were wondering why it's not working xD

  • @jouleflux2910
    @jouleflux2910 Год назад

    Hello AntCGI Congratulation for your lectures!!! they are great!!! I would like please, that you create in future lectures a Cartoony rig with Squash y Stretch of head and jaw, I can´t find any online to learn this subject. Thanks for your help. Do you know how to create a piker interface with mel? I´m looking for this too... Thanks for share your knowledge. Happy Holidays!!!

  • @TimDownsAnimation
    @TimDownsAnimation 2 года назад +2

    How is the hierarchy scaling not breaking in the game engine? You have Segment Scale Compensate turned on for joints like "hand_l", so when it gets exported as an .FBX, the finger joints are still going to scale on the x and z axes just like it does, which creates an undesirable warped appearance. The same goes for the spine and all its child joints when you apply the volume preservation scaling.

    • @TimDownsAnimation
      @TimDownsAnimation 2 года назад +4

      Oh jeez I forgot I left this comment! Rather than just delete it, I’ll reply to it with a bit of additional info I’ve just learned and own up to a simple mistake in the original comment. In Unreal Engine, non-uniform scaling apparently is possible. I’m not sure if that’s the case in other game engines, but I think for the most part it’s safest to rig for games with the potential limitation in mind. Sorry for the uninformed comment, Antony

  • @mill.s
    @mill.s Год назад

    Thanks for this tutorial but do you know if you can implement that to an HiK?

  • @sergioortiz6487
    @sergioortiz6487 2 года назад

    Thanks

  • @albincarlsson962
    @albincarlsson962 Год назад

    Will the squash and stretch follow when you export as fbx?

  • @soup2920
    @soup2920 Год назад

    24:28 I get something really weird when I attach the final nodes to the arm bind joints (not the IK joints). The skin gets some kind of double transform(?) that stretches it beyond the IK control's translations, and I have no idea why that happens or how to fix it

    • @MarsLaaars
      @MarsLaaars Год назад

      Did you find a fix for this?

  • @ericoftheotherworld1525
    @ericoftheotherworld1525 11 месяцев назад +2

    Damn, ever wonder who figures this stuff out on their own? lol

    • @tozrimondher4250
      @tozrimondher4250 6 месяцев назад

      When you master the program, it comes intuitively. We are here just learning from them 😅

  • @TBMAnimateZ
    @TBMAnimateZ 2 года назад

    Does this method of Squash and stretch work with an FK arm?

  • @madtwist2364
    @madtwist2364 Год назад

    There's something wrong with mine where I get a strange "whiplash" effect on the spine area starting from _spine1_ when the shoulder control is moved too far away in the opposite direction. Something similar also happens with the hands and feet area, and I've done and redone this twice, deleting and reconnecting all the nodes to make sure I didn't screw up the connections but it still happens :(
    Meanwhile I can't use the volume nodes at all without it exacerbating the issue, help?

  • @ronydey2696
    @ronydey2696 3 года назад +1

    Great tutorial sir these is really a much helpful hi myself Rony an VFX from India

  • @smsbabu143
    @smsbabu143 2 года назад

    how to create Unreal Engine 5 standards rig in maya pls replay....

  • @antCGi
    @antCGi  3 года назад +2

    Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above.
    If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜

  • @fabienritter212
    @fabienritter212 10 месяцев назад +1

    Hello, i would like to thank you a lot for these tutoriels. I found your patreon page but could'nt join membership, have you deleted this option ? Since i support some creators on patreon already it would be convenient for me to stay on patreon.
    I would like to comment on your scale deformation values.
    I did some calculation and i found out that to preserve a surface A*B stretched with A indeed your value of power -1 applied on B is correct. But to preserve a volume A*B*C stretched with A i found that a value of power -0.5 applied to B and C may be more accurate.
    I can prove it with math if you want.
    Again thanks a lot, i'm a (noob) animator and i plan to add some rigging skills to my set, i find your course really usefull.
    Sorry if my english is not correct :D