Alternatively, at timeframe 13.15 of the video, we can get the exact value of 1 on the Bicep_Curl_Target by dividing 1/-76.526 which gives the value of -0.013. This value can be inputted in the Float B. :). Awesome Tutorial Neeshma!
@neeshma3 жыл бұрын
Oh thank you so much ☺️! I’m terrible at math so this helps (will keep it in mind for next time!)
@minty46832 жыл бұрын
I really needed to use this for Minecraft rigging. THANK YOU!!!
@mahen9394 Жыл бұрын
Awesome tutorial. Thanks for sharing.
@Rich.Colours3 жыл бұрын
Great tutorial!. Have you tried the remapValue node? You could replace the mult and max nodes with a remapValue node. set the inputValue to the angle and remap the outputMin, Max to between 0 and 1. and define your range of motion with the inputMin and inputMax attrs
@neeshma3 жыл бұрын
Thank you so much for sharing!! That makes life so much easier
@theanonymous25812 жыл бұрын
Wow a single remap node can achieved it, nice dude
@antstar1005 Жыл бұрын
Great tutorial! Thanks so much.
@harishpuniya58083 жыл бұрын
thanks for tips nice tutorial
@kayagaming6824 Жыл бұрын
This is Too Good, Thanks for Share
@INTEGRAL-SPACE Жыл бұрын
Extremely interesting and useful! Thank you very much!
@gracciliano3 жыл бұрын
Nice tips...thanks
@leonidborodkin31272 жыл бұрын
Amazing tutorial and lovely voice :) Thank you!
@zekke732 жыл бұрын
Very cool and useful tutorial!, Thank you very much!
@SRJAnimation3 жыл бұрын
thanks this is really gonna help in lots of other area to make connections
@mpossible36713 жыл бұрын
Thank you so much! This is what I needed
@mordecai14843 жыл бұрын
Thank you for this tutorial. very nicely explained.
@bharathmettu42528 ай бұрын
Girl riggers are so cool.
@agnisen57962 жыл бұрын
The floatmath node might not appear by default in Maya 2020 onwards. To solve this issue, load the LookDevKit plugin.
@eliasidone8742 Жыл бұрын
I love u bro
@КонстантинШкода-п7щ7 ай бұрын
Hello. I have a question. Why not use driven key for this purpose. Why are math nodes better?
@BritK-xh4gz Жыл бұрын
When I sculpt a rig the rig moves. How do avoid that.
@SRJAnimation3 жыл бұрын
but what about creating a mirror i guess extract the blendshape and just mirror it and make connection again
@roadtrip22723 жыл бұрын
I'm using maya 2019, for some reason why FloatMath nodes is not available in my node editor? do you know why?
@neeshma3 жыл бұрын
Here, I made a quick tute for you to fix that: kzbin.info/www/bejne/rGfVgqyNjN6gZq8 Hope it helps!
@MultiNathan29 Жыл бұрын
Quick question: how would you mirror the blend shape to the other side then? Awesome tutorial btw:)
@lucacajeux9782 Жыл бұрын
In your blendshape editor, you would duplicate your blendshape, right click and select "flip target" and then you would follow the rest of the steps in the video again.
@RadioactiveGoose2 жыл бұрын
Hello! Thanks for the tutorial. I've been looking all over for a solution to my problem and your video comes closest. But still not completely. So I want to ask a question: I've got an arm skinned to a joint-rig. Now with set driven keys I made hand expressions like 'Fist'. However, I used ZBrush to make a corrective shape as the skin folds like joints can't do. I want to add this blendshape of the fist *relative* to the set driven key. However, whatever I try.. The blendshape always overrides my joint rotations. Do you have any idea how to resolve this? Thanks!!
@DedMaximArt2 жыл бұрын
Had the same problem) When clicking "blendshape" menu, hit "advanced" tab and choose "pre - deformation" in deformation order. This will keep joints orientation
@Mao_jin_ping2 жыл бұрын
你的聲音很好聽,我希望有一個像你這樣的女友
@RikkTheGaijin2 жыл бұрын
Or... You can just use the Pose Editor that does all of this for you automatically. :)
@theanonymous25812 жыл бұрын
Pose editor we cannot import pre created blendshapes
@RikkTheGaijin2 жыл бұрын
@@theanonymous2581 Yes you can.
@referencetom12762 жыл бұрын
pose editor does not work for me on fkik rigged character. I only see tutorials with it that have no fkik joints and controllers set up. I run into errors so tutorials like this are actually very helpful.
@joesandstrom411111 ай бұрын
@@referencetom1276Your FK/IK rig should have a Switch or deformation rig that blends between the FK and IK rig. That is the rig you want to drive and output results from, to the poseEditor or individual blendShapes.