Thanks for watching and remember that if you find these videos useful why not say thanks with a coffee - ko-fi.com/antcgi - or earn exclusive rewards by becoming a member of the #antCGiClub just head here www.antcgi.com/antcgi-club for more details :)
@zookeeperchris10 ай бұрын
19:10 Shocking, Really fantastic way to demonstrate the difference
@Ink_and_Motion_Studio Жыл бұрын
Your videos are simply amazing! I stumbled upon them while browsing associated topics for Maya and this is by far some of the best demonstration and and enough technical clarification to make this a very thorough tutorial/series. Definitely, worth following/supporting your tools/plug-in's, etc.
@JBG-dj5iz4 жыл бұрын
if you set the stretch on translate instead of scale you don't have the ikSpring stretch issue. If you want to stretch on scale, you need to first do it uniformaly for the first root and then compensate on other joints. I always scale on translate, so it works no matter solver i use.
@eylonemuskson41774 жыл бұрын
Wow what a fantastic video. I've been working for a games company for over a year now, as a Technical Artist, and Quadruped rigging is still a contentious issue to deal with. From the thumbnail the bone-count and layout looks the same as we use, but I'm really fascinated to see how you tackle the application of IK! :)
@illyay133713 күн бұрын
I was trying to figure out a good way to rig IK fingers that also allow the tip to rotate so I can do nice shotgun shell insertion animations. I had a feeling quadruped limbs are gonna be the solution. Option 5, minus the toe, seem like the way to go.
@himanshi8694 жыл бұрын
Thank you for doing all the research before making this video! The content is really great! :D
@antCGi4 жыл бұрын
Thanks!
@buggybo72883 жыл бұрын
holy crap, seriously, thank you so much for making this video!!! yEEEEE good tutorials make me love rigging a little hehe
@madmodder3 жыл бұрын
Same. I've been following this channel for a few weeks and I'm starting to, god forbid, enjoy rigging.
@eternalarchitect41264 жыл бұрын
Number 1 3:40 Number 2 7:05 Number 3 7:05 Number 4 11:03 Number 5 13:55 Number 6 20:20
@antCGi4 жыл бұрын
Rubin Dekker thanks! I’ll add these in as chapters when I get chance. Appreciate you helping 👍
@lakmal1st3 ай бұрын
after very long time found a maya master!😉
@oliveuk4 жыл бұрын
What a great timing! I am currently testing a dig rig and your solution is a lot simpler!!
@javigahlyan52394 жыл бұрын
Your videos are so much helpful. Really u r my first Maya Rig teacher ❤️❤️❤️
@customcraftsbyemelie2689 Жыл бұрын
Great tutorial! Spring ik helped me a bunch, thanks!
@No_Plastic4 жыл бұрын
This was great thanks a lot. Do you think you'll have the time to demonstrate a segmented mesh workflow, a proxy mesh where only the chunks of the body is visible and parented to the joints for roughing out the animation and then the ability to switch to the high res model when the animation is done? Thanks again
@antCGi4 жыл бұрын
No Plastic if that’s what people want then I’d be happy to do it. I did something similar with my Wolfblood rig 👍
@No_Plastic4 жыл бұрын
@@antCGi that'll be great, thanks, let's see how it goes
@levantozashvili31674 жыл бұрын
@@antCGi Yes please. There is no tutorial solely dedicated to this workflow that i could find. I'm sure lot of people would find it useful, especially the animators who want to rig their own characters. Just a side note, what about making a video about how to rig the Luxo Jr. Lamp? :)
@oliveuk4 жыл бұрын
with parallel evaluation this is not really necessary anymore. Most rigs are now realtime.
@No_Plastic4 жыл бұрын
@@oliveuk Yes but rigs can be complex and won't reach to preferred frame rates, also it's good to know the workflow regardless. I think having an advanced capabilities still it won't hurt to know the basics and it could be useful not only for rigging but in variety of scenarios as well. Thanks for your input.
@kagomeryuu4 жыл бұрын
Really nice!!! thanks!!! :D
@aninditaray71103 жыл бұрын
hello sir, saw this masterpiece ,loved it...…. have a question and 1 request .. question first … i saw a video of quadruped rigging , in there they used ik handle from thigh to ankle and reverse joint in the paw part , the movement of the leg is fine but while moving the paw only the paw moves not the the full leg ….but when I am doing the paw moves but also the leg moves with it … I cant make the paw move indecently … now the request can you please upload what topics or chapter covers in the quadruped tutorial in your website …. I mean the full details of the tutorial (for purchasing what it will cover from video 1 to end) please.....
@AndrasOrmos3 жыл бұрын
I noticed that when I rotate the paw control 90 degrees down on the Z axis, then my pole vector flips. Is there a way to avoid that? Love the tutorial though, it's incredibly helpful!
@jeannedeperthuis86902 жыл бұрын
Great video! But I don't understand how you did the second controllers of the Rig 5. Is it a second pole vector? what does it control? And how do you move the paw itself without monving the whole leg ? I also don't understand how to adapt this rig to move the different fingers of the paw
@aleskarda3162 жыл бұрын
Hello, this is a great tutorial but I have a problem with mirrored leg. On original leg I used Limb 5 rig and everything works perfectly, but on mirrored leg, when I move pole vector used for knee, it starts rotating even joints on paw. Did anyone had the same problem? Thank you
@rosa-tw1qt3 жыл бұрын
This was great thanks a lot. But when I rotate global control, there are some double transform issues active, How can I fix it~~
@TheLadyPwnage2 жыл бұрын
Hi antCGI. I bought your auto limb product but I am having some issues. I am not getting any other icons other than the arrow and the circle with little arrows. It doesn't add the deformers at all. I hope I can get this problem solved so I don't have to refund it because I really want this to work.
@jeanpierrebaguette48622 жыл бұрын
hello, and thank you for this very interesting video (like others). However, about the IK spring solver, I used it, and it gives nice rotations ; but I noticed some strange behaviour I couldn't fix. For example if you're injecting stretch to your limb rig, your root driver joint start to have strange rotations. Also, if you have a rotation in X-axis (considering a world orientation) of your limb rig, you have a flip of your leg, and even a pole constraint could not fix it. Did you encounter the same problem ? Thanks for all your work and videos.
@madmodder3 жыл бұрын
On limb 5, when you parented the driver skeleton under the root joint of the primary skeleton, I could see that causing an issue for game engines. If so, would it be ok to use a parent constraint for that instead?
@antCGi3 жыл бұрын
Hi and yes, well spotted, that would cause an issue. You can use a parent constraint instead though 👍
@madmodder3 жыл бұрын
@@antCGi Awesome. Thanks for the quick reply!
@vsfs.compendium Жыл бұрын
could it be that spring solver doesn't exist anymore in the latest version (2023.3) of Maya? It doesn't exist in the drop-down menu. Only Single solver and rotate-plane solver
@wolfsch2 жыл бұрын
Hey there, I'm having trouble mirroring any of these as the IKs don't behave the same anymore. Any idea why this could happen? Does it have something to do with the orientations?
@jainethbarajas59253 жыл бұрын
Hi! I was following your amazing tutorial, I'm new doing quadruped rigs and I was following the Limb 5 rig, but I have a question, How did you connect the Second controller to the Ankle offset group? I've tried the parent constraint but when I do it the pole vector stops working. Thanks for all!! :D
@dinxie3 жыл бұрын
I'm not sure if you solved this yet but for anyone else who sees this, I ran into the same issue! I did the same things you did here but an additional thing I tried was adding a Pole Vector constraint to the rotate plane solver IK handle from the main joint chain and both controls were functional for me. Granted, I haven't done any further testing past this because I literally just did this. If this breaks, I'll edit my comment.
@jainethbarajas59253 жыл бұрын
@@dinxie Yes! I solved it, instead of doing a parent constraint I made the second controller parent of the ankle offset group and that worked! Thank you!
@anniekate2 Жыл бұрын
@@jainethbarajas5925 Hi I'm a little late to the party but I am having this same issue. Do you remember how you did this? Because when I make the second control parented to my ankle offset group, either the control is hidden or I have to reveal that set of controls and it gets messy. Perhaps I am doing something wrong?
@jainethbarajas5925 Жыл бұрын
@@anniekate2 Hi! I just saw your comment. Sorry I’m a bit late! You made the second controller parent of the ankle offset group? I mean the ankle offset group has to be the child. I hope you have solved it!
@Vanillawilla11 ай бұрын
this is late as hell but also for those who might be looking this up in the thread! I was scratching my head at what the solution could be for my own rig and figured out that in the video he uses the node editor to set up the connection, with a Multiplydivide node. Just connect the translate z of your ctrl into an input, then into rotation y of the offset group. this allows the pole vector to continue moving without interference from a constraint, and lets you keep your ctrl out of the joint hierarchy! :)
@DrStench133 жыл бұрын
When I use spring solver the joints start bending in axis that they're not supposed to.
@Ross450093 жыл бұрын
That can happen if your joints aren't bent allot, by default Maya will try to guess the bend orientation but it can get confused. A simple fix is to rotate your joints so the bend in your joint chain is obvious, then go to the skeleton tab and select 'Assume Preferred Angle'(while you have your joints selected). Your basically telling Maya which way you want them to bend. Then just remove the extra rotation values and when you apply the IK again, it should work correctly
@viktorpavlovskiy21207 ай бұрын
hi, i'm rigging a horse and i'm using the leg 5 for the back legs, they way I do the controls is, i have a general control that moves everything, then i have a center controller that also moves everting and then i have cog controller that moves everything except the ik limbs, ok now, when i rotate the center controller in the Y axis or in the X axis the back legs brake, any one has this problem and knows how to fix it?
@anniekate2 Жыл бұрын
I am using Maya 2020.3 and my only IK handle options are single-chain or rotate-plane. Does anyone know how to get the spring solver option?
@kagomeryuu4 жыл бұрын
❤️❤️❤️
@ShaneCasserly4 жыл бұрын
I cannot find how to use the spring solver for the IK tool. It is not an option for me.
@antCGi4 жыл бұрын
You have to use the script editor, it’s shown in the video.
@ShaneCasserly4 жыл бұрын
@@antCGi yep! I missed it. For anyone else: 4:40
@sharkie99184 жыл бұрын
i love you
@pe-hx8hs2 жыл бұрын
Excuse me sir,I have a liitle question. I used your fifth method built a rig for my quadruped character, but when I add the stretch to the rear leg, I have noticed that the "fibula joint" did not stay on the line while the distance between the IK handle and the "femur joint" getting longer, and It's looks like that "metatarsus joint" stayed where they are when the bone is just straightened; when the controller go beyond the total length of the bone,"femur","fibula","metatarsus",these three joints form an isosceles triangle, and these two isosceles become longer. The length of all the joints didn't match the IK handle. (I don't know if my statement is clear😨) I wonder if you could help me with this problem.🥺
@pe-hx8hs2 жыл бұрын
Oh! Oh! Oh! I solved it!!! I just forgot to add the stretch value to the driver joints!!!
@landerkellens8492 Жыл бұрын
@@pe-hx8hs dikke merci eh moat! tis gefixed
@durgeshpanigrahi80834 жыл бұрын
I am following you since long...can you please explain us how to rig like robot to car transformation rig ...like Transformers
@antCGi4 жыл бұрын
Kungfu Panda hi, it’s on my list of videos to create so it will be done in the future. If you want to help me to create videos quicker, you could join the antCGi Club 👍
@marciopereira17264 жыл бұрын
great
@lawrencelawine90824 жыл бұрын
Where can I find the mentioned maya file?
@antCGi4 жыл бұрын
You can access it here - www.antcgi.com/antcgi-club
@lawrencelawine90824 жыл бұрын
@@antCGi thank you for your reply i managed to rebuild the 5th limb, it seems like it fits my needs perfectly. I will see when it comes to animating :) only part missing is the ankle_ikHandle rotation controller you added in offscreen, the one with the 4 arrows
@fernandagarciarubio69053 жыл бұрын
Hi, when I try to use the script it seems it's not creating de fk and pops up an error, so it's not making the controls. Can you help me out?
@antCGi3 жыл бұрын
Hi, what’s the error and which script?
@fernandagarciarubio69053 жыл бұрын
jaja sorry I kept trying to know why It didn't work and it seems is the way a named my joints, I changed it and now it's working.
@fernandagarciarubio69053 жыл бұрын
The script is Quick Limb and the error was "# Error: ValueError: file C:/Users/anchu/Documents/maya/2020/scripts\antcgiQuickLimb.py line 1054: No object matches name: Shoulder_L_Base_fk" but when I changed the names to the ones that you used, it worked. Not sure why but I will change the way I name things.
@antCGi3 жыл бұрын
@@fernandagarciarubio6905 thanks for letting me know, I’ll check on this when I get time 👍
@fernandagarciarubio69053 жыл бұрын
@@antCGi thank you very much, for your time, your tutorials and amazing tools.
@boerofede2 жыл бұрын
Hey Cg, how are you man? i came for a third world country, can i get a discount because i want to buy the Auto Limb Riggint Tool. Please
@aahashjv32734 жыл бұрын
How to join ant cgi club
@antCGi4 жыл бұрын
Details are in the video, or go here www.antcgi.com/antcgi-club