Blender vs Maya | Building a Spine Rig using Spline IK Handle

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Puppeteer Lounge

Puppeteer Lounge

Күн бұрын

This video goes over building a spline IK based spine rig creation in Maya & Blender!
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Пікірлер: 12
@animationlife1241
@animationlife1241 3 ай бұрын
Great tutorial, I have not found a comparison with such power and accuracy like that. Continue, do not stop. There are many differences in the method of work and steps between both programs. Make it an integrated series. It will be a reference for many who are looking to choose which of them. It will save them a lot of time in this decision, and it will have a major role in publicizing the channel.
@puppeteerlounge
@puppeteerlounge 27 күн бұрын
Thanks, will do!
@davidj_bergman
@davidj_bergman 5 ай бұрын
This is really great info. Just a heads up, when you are going thorugh the parenting process for the fk it's rather hard to see and understand which bones you parent to which. It is a bit too fast especially for the base of the fk. I'm trying to figuring it out right now but there are just so many clicks back and forth. You are very clear and thorough in many instances but in this step it would help to slow down a little bit.
@fsalad
@fsalad 6 ай бұрын
exactly the info i was looking for. I was confused why curve looking objects showed up as bones in the outliner for character rigs in blender and wondering how i would add curve-looking controllers for rigged fbx models downloaded from the internet
@puppeteerlounge
@puppeteerlounge Ай бұрын
Join Puppeteer Lounge membership and get access to more awesome video tutorials!!!
@5ucAyman
@5ucAyman 3 ай бұрын
Great Video! very helpful, also a nice comparison :)
@SamuelTrautmann
@SamuelTrautmann 4 ай бұрын
great tut. this is what i'm looking for.. rope rig hierarchy
@puppeteerlounge
@puppeteerlounge 3 ай бұрын
Perfect!
@ProjectAtlasmodling
@ProjectAtlasmodling 6 ай бұрын
Wait maya only has elurler?
@xanzuls
@xanzuls 4 ай бұрын
@cursivecrow
@cursivecrow 2 ай бұрын
No? Maya absolutely has quaternions. It uses Euler as default because it's easier to actually work with Euler rotations while animating. If you're ever wondering why Maya behaves a certain way, it's usually because it makes it easier to work with in the context it's intended to be used. However, more often than not you can change it to a non-intuitive behavior with a checkbox option.
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