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@TyrionLannisterr2 жыл бұрын
Can you please help me out I am not able to import transClean. I get error stating that bad magic number (bad magic number in 'transClean': b'\x03\xf3 ') please help
@Angelo-ux2it2 жыл бұрын
I love your channel, mate, this is higher education level content! thank you so much
@antCGi2 жыл бұрын
Wow, thanks!
@LordLuigi_Rigs3 жыл бұрын
Awesome video. Might still need offset groups for SDKs/ automation.
@antCGi3 жыл бұрын
Good point, you would still need them on top of the controls for SDK's :)
@danteabott9142 Жыл бұрын
Always the best, with new technincs
@shahidhussain-ok9ig3 жыл бұрын
You are nice and saving lives.
@Ramt33n Жыл бұрын
or use decompose matrix and feed TRS directly into the attributes. make sure to zero out the offset parent and joint oriend regardless!
@tanisaguinsin Жыл бұрын
This is what i was loking for! thank you! :D
@Teturarsyra Жыл бұрын
Instead of using a multMatrix to negate the influence of the parent joint, why not just uncheck "Inherits Transform" box in the Joint's attributes? It seems to work just fine (tested on Maya 2020) or maybe I'm missing something?
@it_s_bo3 жыл бұрын
Thank you so much! Offset parent matrix is power
@masoudrashidinezhad94293 ай бұрын
Thank you so much. According to the defect of the matrix (at the end of your toturial), do you suggest Parent matrix or Parent constrain?.
@roure_3 жыл бұрын
Hi! So, being that we are dealing with a hierachy, why not to use "matrix" rather than "worldMatrix", for this kind of setup? Looks simpler than substracting the inverseMatrix of the parent. Also, you are using the parentInverseMatrix of the parent node rather the worldInverseMatrix of the parent node it self. I understand how is it working and the math behind, but it doesn't feel super intuitive specially knowing how we used to think about the parentInverseMatrix. Could you share your thought about that?? Thx!!! Anyway the video is super cool every day I start appreciating more this new workflows :D
@antCGi3 жыл бұрын
Hi! I find that using Matrix to connect the control to the joint just makes the joint move back to the position of the parent joint. Even with the transforms left on it, it still then pivots from the previous joints position whereas we need it to pivot from the control. You are also correct, you can use worldInverseMatrix too and it will give you the same results, I am just used to using parentIverseMatrix :)
@RoryDriscoll3 жыл бұрын
I wondered this too. It's much simpler to use Matrix since this is the local matrix and is identical to the world matrix multiplied by the inverse parent world matrix. I made a similar setup in Maya and verified that everything does pivot correctly. To create a working scene I did: 1. Create joints, parent them 2. Create controls, parent them 3. Match transforms on controls to joint transforms 4. For each control/joint pair starting from the root, connect control Matrix to joint OffsetParentMatrix, then zero out joint transform and joint orient. Everything pivots as you would expect with this setup. Feel free to check out the test scene here: gist.github.com/rorydriscoll/ca5c8dbffd7cc10be9ee3f51b451ce77
@alexisl43482 жыл бұрын
@@RoryDriscoll The problem with your setup is that your controls have translation and rotational values which are counter intuitive when you wish to animate. You can do this but you will need offsets to hold the transforms.
@TheArcticKnave3 жыл бұрын
If you want the bones to still have bakeable data, just decompose the matrices first and input their srt values
@Fuurrrr3 жыл бұрын
but that will leave the joint has rotation value at bind pose. no?
@TheArcticKnave3 жыл бұрын
@@Fuurrrr do you mean joint orient? The other method of using constraints will give the same values for rotation and translate
@skalape Жыл бұрын
Hi, may I ask why don't you connect the transforms of the controllers and bones directly ? This setup is like animating freeze transform values, which you only wanted to store as an offset to the parent. When you have zeros on ctrls and zeros on joints and connect all transform attributes, then you can bake animation on joints.
@the_shortski6053 Жыл бұрын
Is this method overall worth trying to figure out? I'm having an issue where it doesn't exactly match where the last position was even when setting the translations back to 0. I'm not sure if it's an issue because of it being parented. I'm not sure how to fix the parent translation and it being skipped over here for the controllers doesn't help. Might have missed something. Along with FBX not recognising OPM and that animators shouldn't really be interacting with groups anyway as they should be locked makes me wonder if it's really worth investing into. Along with not really knowing how to get it working on IK controls.
@shahinghahremani6112 жыл бұрын
Thank you for this amazing tutorial. I have a question for you, that appreciate if you could help me with to understand. Is it possible to use the Matrix system to make a setup that a parent object which is driving a child be a child at the same time for the child it was driving in the first place? Imagine if we have Locator that is driving a Box, now obviously the Locator is translating and rotating the Box with it, but if we move and rotate the Box to a new position, is there a way to simultaneously match the Locator's Translation and Orientation to the new position of the Box? Thank you!
@borovikmotion5 ай бұрын
and now I'm watching this trying to figure out how these kurwa offset matrices impact the animation layers, as regular formulas are not working with such controls :D
@loremipsum31472 жыл бұрын
Isn't it better to use joints for the FK control rig also? They already have joint orient that does (more or less?) the same thing as the transform offset parent matrix?
@AlyssaRK2 жыл бұрын
This video is fantastic and has convinced me you're a wizard, but I'm having an issue where if I mirror the joint chain and I input the rotation values, they update the others automatically and the controller always ends up in the wrong position. Is there any way to fix this?
@dmitrymelchenko36452 жыл бұрын
Hi there. Could someone explain me please. We using parent matrix nodes system for reducing nodes counts(constraints) to economic, but for the game rigs we should add other systems joints chain to skeleton(transform and rotation should be baking) wich will exporting to game engine. So main question is: does this system is realy econimic performence insted a waste time to made it, or maybe someone have compare result. Thanks
@morin66613 жыл бұрын
:O..Thanks for sharing the practical knowledge as always. I was looking for the updated version for Maya 2020 :) and there you are :D. It says that it is a mult matrix node indicating that it will multiply them but it is adding translate and rotate value instead even output says it's sum. Looking forward to maintaining offset tutorial :).
@twosomesaga3 жыл бұрын
The naming for this is correct, but a bit unfortunate: Multiplying matrices together has the effect of adding up their transformations. Therefore it's correct to say that it's a matrix MULTIPLICATION - but the transformation these matrices describe are ADDED together. I recommend the videos of 3Blue1Brown about Linear Algebra - they give a very visual description of what is happening :)
@morin66613 жыл бұрын
@@twosomesaga Thanks..I will look into it :)
@iolandafilipponi47462 жыл бұрын
Hi i'm sorry I didn't understand if I can use OPM in a rig for animation (not gaming), thanks.
@christysoniavelusamy21602 жыл бұрын
Hi.. while trying to do the transform offset parent matrix..only pivot is moving ..can u help me put of this
@the_shortski60532 жыл бұрын
Parenting the offset sometimes causes it to fly off somewhere else and I'm not sure why. I'm not doing anything different but sometimes it works and sometimes it flies off breaking the offset altogether. Is there a reason and fix for this?
@the_shortski60532 жыл бұрын
To answer my own question, it was because I reset pivot and not matched all translations. So for future reference and anyone else having the issues. 1) Don't rotate the controllers before doing the parent. 2) match all translations of the group to the controller.
@deadlypugger21677 ай бұрын
Anyone know why when I cant enter any values into the offset parent matrix? After entering the value and pressing Enter it goes back to zero
@jomo24833 жыл бұрын
Not entirely sure if this workflow is better. There's too much back and forth.
@freshmaker4o2 жыл бұрын
Any way to make this setup work with IK?
@raol6352 жыл бұрын
qs: Please, how to zero out the Transform Attributes, if the Offset Parent Matrix has some numbers also. Thank you.
@kirkjaney19922 жыл бұрын
But why did you use a root control?
@soumyajitmukherjee13353 жыл бұрын
Hi I am modeling a character in maya and decided to put it in mudbox to add muscles and my question is does I have to retopo it again before riging ... ???
@antCGi3 жыл бұрын
Depends on the model density, will the topology change?
@arcanosify3 жыл бұрын
Thank you
@arcanosify3 жыл бұрын
Can I build ik limb with setup like this? What will I need to change if not.
@tinken79523 жыл бұрын
Not sure if this cmt help cause it has been 4 months, but YES, you can use it with the IK too.
@arcanosify3 жыл бұрын
@@tinken7952 thanks
@rakeshrasapalli35543 жыл бұрын
sir i want to buy a rig script for maya....can u suggest me a good one
@pontosinterligados Жыл бұрын
Your video is great but Autodesk is doing only 10% of its job.. If Autodesk wanted to help they would just include a inherit transformation checkbox on the UI to avoid their users suddenly dealing with algebra classes out of nowhere
@davemauriello8088 Жыл бұрын
This is way more complicated to set up than the standard controller and offset group method, and if you had to change or modify the controllers in any way, you risk breaking the entire joint chain. No thank you. Interesting, though.
@Merkygloom Жыл бұрын
Might make rigs slightly faster. But seems a bit fiddly to set up even if you're able to script it