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.
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
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!
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
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.
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 -_-
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
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 🐜
@@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.
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.
My God...this is pretty awesome
Thanks! I'm at lesson 7 and already have learned a lot to better understand rigging and generally Maya as a tool.
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
another good tutorial!
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!
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
im in the same positon, what did we do wrong?
Gracias a usted me actualicé en el proceso del rigging.
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.
24:08 so where i can find this file guys?
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 -_-
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
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 🐜
Огромное спасибо Вам за ваш труд! Как будут деньги обязательно отправлю вам на кофе!
@16mins as soon as I run the code my control gets an offset. this might be because Im using an imported Epic Sk_maniqin
It did the same for me, it was because I didn't reset the Transforms on all my controls, before running the code
@@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.