#RiggingInMaya

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  • Опубликовано: 14 янв 2025

Комментарии • 19

  • @madtwist2364
    @madtwist2364 Год назад +1

    Thanks a ton for this tutorial. From what I understand, the last method plus parent constraints seem to be the best methods going forward. I still appreciate you showing the earlier ones, and explaining their situational uses.

  • @marciopereira1726
    @marciopereira1726 3 года назад +1

    My God...this is pretty awesome

  • @gizmogrem988
    @gizmogrem988 2 года назад

    Thanks! I'm at lesson 7 and already have learned a lot to better understand rigging and generally Maya as a tool.

  • @audirhuit
    @audirhuit 3 года назад +2

    hey, thanks a lot for your guide, helps me so much !
    just have some wandering about how you mirror / create the other side of controllers, have some issues to finish my controllers settings

  • @danteabott9142
    @danteabott9142 2 года назад +1

    another good tutorial!

  • @freshmaker4o
    @freshmaker4o 2 года назад

    Question if I may, I'm in a process of creating an autorig interface, and I'm really not sure which way to go with the controls. I've build a rig before with the method you describe at 15:00 and used it without any troubles in UE4, but I've also learned (from you) about offset parent matrix method for FK and the traditional method with grouping the controls. I managed to write a script that does the all the steps necessary for auto-rigging an arm with the offset parent matrix method, but as far as I understand, if I want IK on top of it, I need to create extra joints and use them, which I don't like as an idea. I would appreciate and advice on which way should I go with the controls, which method would be useful for both animation rendering and games? Please advice, many thanks!

  • @japaneseextremme3811
    @japaneseextremme3811 Год назад

    I'm so confused. Can you help? At 16:28 you connected the control curves to the joints. I did this for all of my control curves, but then saw in a later video that you didn't do this to your model and had all your controls in a separate group. Is there any way for me to disconnect the controls from the joints and get them into their own group? Sorry I'm a noob
    Edit: Going through and deleting the curve shapes. Luckily made duplicates of all my control curves so just going through the process of matching transformations and doing the offset matrix

    • @KrisHammes
      @KrisHammes Год назад

      im in the same positon, what did we do wrong?

  • @scarbadiente
    @scarbadiente 11 месяцев назад +1

    Gracias a usted me actualicé en el proceso del rigging.

  • @AngellusRavenix
    @AngellusRavenix 2 года назад +1

    I'm trying to use the offset parent matrix to zero out my skeleton, but it keeps reverting to .001 no matter what I type into it. Regardless of if I fix the original transformation or not.

  • @violetevergarden2.0
    @violetevergarden2.0 Месяц назад

    24:08 so where i can find this file guys?

  • @LouiseChib
    @LouiseChib 2 года назад

    Should you only zero out the value on the offset matrix when the controls are parented?
    Because after I zero'd mine out then parented them the value changed again -_-

  • @pandamontok8524
    @pandamontok8524 2 года назад +1

    Why maya loves to behave unexpectedly. I follow the offset with matrix lesson. But once I input the value for rotation for the x axis, suddenly it translates instead of rotating.... although I have zeroed the transform attributes. or maybe rotating but with different pivot

  • @antCGi
    @antCGi  3 года назад +1

    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 🐜

  • @TheBumblingtalker
    @TheBumblingtalker 3 года назад +1

    Огромное спасибо Вам за ваш труд! Как будут деньги обязательно отправлю вам на кофе!

  • @sqwert654
    @sqwert654 2 года назад

    @16mins as soon as I run the code my control gets an offset. this might be because Im using an imported Epic Sk_maniqin

    • @HB-wk6zj
      @HB-wk6zj 2 года назад

      It did the same for me, it was because I didn't reset the Transforms on all my controls, before running the code

    • @sqwert654
      @sqwert654 2 года назад +1

      @@HB-wk6zj I had to run the initial camera setup again. But using the new OpenXR plugins results in choppy or very slow tracking. Still get 90fps though.