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Creating a Character Rig - Part 1: Common rigging pitfalls (Advanced)

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Maya Learning Channel

Maya Learning Channel

Күн бұрын

(Note: Due to the custom nature of this rig, it's really ideal for film / tv / animation. For a rig more optimized for video games, go here instead: • Realtime Creature Rigg... ) Files used: areadownloads....
This movie shows you some of the most common pitfalls and suggests some best practices when rigging characters in Maya.
Level: Intermediate
Recorded in: Maya 2013

Пікірлер: 218
@defonten
@defonten 3 жыл бұрын
"A good rig can make animator's life a lot quicker.." sounds like a threat..
@william_chidube
@william_chidube 3 ай бұрын
It's not. It's a promise.
@HBMHD
@HBMHD 8 жыл бұрын
Isn't it ridiculous that I'm learning more in a few hours with this channel than 2 months in my animation college? smh.
@daffertube
@daffertube 8 жыл бұрын
+HBMHD This
@gitwilma4286
@gitwilma4286 8 жыл бұрын
+HBMHD I feel the exact same way. Thank god for KZbin
@PaszerDye
@PaszerDye 8 жыл бұрын
I feel the same. Animation schools in the Philippines are pretty crappy. I hear Digital Tutors lets you learn as fast as you want AND gives out certificates, so I'm thinking of going there.
@shermandesignandanimation4522
@shermandesignandanimation4522 7 жыл бұрын
Yup, Digital Tutors (now Pluralsight) is the best. But even they don't cover absolutely everything. Gems like this series of videos are unique.
@aerondelacruz5284
@aerondelacruz5284 7 жыл бұрын
Haha, I can relate.
@harrysanders818
@harrysanders818 9 жыл бұрын
Now this series... is a very very cool peace of shared knowledge
@GameDevAraz
@GameDevAraz 4 жыл бұрын
Harry Sanders Wisdom...
@gachalatte4265
@gachalatte4265 3 жыл бұрын
the relaxation...
@Autodesk_Maya
@Autodesk_Maya 11 жыл бұрын
Check out our channel for all the latest videos in the series. = )
@peterchernoff7855
@peterchernoff7855 5 жыл бұрын
This course helped me get a job. Admittedly, I adapted what I learned for some decently advanced concepts, but it laid some impressive foundation work.
@Autodesk_Maya
@Autodesk_Maya 5 жыл бұрын
Wow! I'm so glad it was able to help you. This comment just made my day. Congratulations!
@peterchernoff7855
@peterchernoff7855 5 жыл бұрын
@@Autodesk_Maya I adapted the lessons into making scripts to automate the process.
@ashrathi
@ashrathi 4 жыл бұрын
I am interested in getting a job as a rigger and was gonna start with this tutorial. Can you tell me what else you had on your reel that employers are looking for. As well as how to get started scripting? Thank you.
@peterchernoff7855
@peterchernoff7855 2 жыл бұрын
@@ashrathi Real late, so for all I know you've succeeded in your effort, but just in case, I bought some books like "Rigging for Games: A Primer for Technical Artists Using Maya and Python" to learn how to script (it's very likely very out of date, but finding books along those lines will help).
@mojangindustry4087
@mojangindustry4087 6 жыл бұрын
maya learning channel in a nutshell: "In this movie we're going to extract the character geometry, and rename each piece appropriately."
@richardcarrillo1254
@richardcarrillo1254 9 жыл бұрын
I haven't seen the series yet but from this video I know this is the best free tutorial in the whole internet, no doubts about it. Thanks a lot Maya Learning Team, best of wishes :D
@Autodesk_Maya
@Autodesk_Maya 11 жыл бұрын
You haven't missed it. We created it quite yet.
@Moneyaddthenmultiply
@Moneyaddthenmultiply 6 жыл бұрын
'common rigging pitfalls' aka LITERALLY EVERY SINGLE STEP OF THE ENTIRE PROCESS
@TomReeveRI
@TomReeveRI 6 жыл бұрын
This is an amazing series. I'm learning so much, following along with my own model.
@teknagirl
@teknagirl 11 жыл бұрын
Awesome! Ive experienced all those issues while ar school and teacher never told us the rig was bad. Please keep adding more tutorials like this one!!
@sourcekings
@sourcekings 11 жыл бұрын
very nice right here when i was a kid all the tutorials were ok but nobody went into like this everyone was still learning
@KoHHuk
@KoHHuk 11 жыл бұрын
Great job guys, helped a lot of professionals filling in the blanks.
@MsRaumal
@MsRaumal 8 жыл бұрын
I thought this tutorial would be very helpful from the beginning on as it appears pretty professional. Anyway starting with common mistakes in rigging isn't the best introduction for a newbie like me. I'm changing to another tutorial to give me an basic idea of rigging and to one that starts from zero, but I might come back later to this one again.
@BradleyAllenNewman
@BradleyAllenNewman 4 жыл бұрын
This series is amazing. Thanks for posting. However, the more I watch tutorials vs read docs, the more I favor a blended approach where written docs are combined with animated GIFs or MP4s when needed to explain visual or animated concepts. Once you get to Pt 15 of this series there are so many steps with names, groups, connections, set driven keys, etc. that it really highlights where video tutorials break down and written reference is better.
@Autodesk_Maya
@Autodesk_Maya 4 жыл бұрын
Bradley Newman Agreed, every teaching medium has its place. To help a bit though, remember that KZbin allows you to view / download transcriptions - it’s part of the reason I always meticulously write out subtitles. 🙂
@himanshi869
@himanshi869 5 жыл бұрын
thank you for such a great tutorial. Hope to see a series on quadraped soon :)
@animationenema
@animationenema 11 жыл бұрын
thanx! definitely an important video to watch for any 3d artist!!
@gamerwhogames2081
@gamerwhogames2081 8 жыл бұрын
I am so glad I found this tutorial!
@RixiRooTM
@RixiRooTM 11 жыл бұрын
Skip school and get hold of Jason Schliefer's Animator Friendly Rigging. It's worth it... Pretty complicated but awesome.
@dmodeling6098
@dmodeling6098 4 жыл бұрын
Awesome rigging
@Blessern84
@Blessern84 11 жыл бұрын
Hey did you have that tutorial how to make the ik fk matchApp? could not find it :)
@Radical_Dreamers
@Radical_Dreamers 7 жыл бұрын
The guy is yelling so much lol he's pretty excited about it
@nohack-jo9ut
@nohack-jo9ut 3 жыл бұрын
lol
@CariagaXIII
@CariagaXIII 9 жыл бұрын
yeah i always wanted a motion capture studio wish i don't have to give a damn about this too much
@erinblue4043
@erinblue4043 5 жыл бұрын
Amazing
@kevinmackey2479
@kevinmackey2479 2 жыл бұрын
Better than full sail guess I’m just using full sail for the the equipment and get my know how’s from KZbin 👍
@paulgabel8261
@paulgabel8261 10 жыл бұрын
at 4:53, you say it is incorrect to constraint joint to curves because it can cause unpredictable rotation spaces issues. I like the solution you used for this problem, you parented the curve shape to the joint itself. However, If I am using a joint IK controller curve and then I parent this ik controller curve to the joint, the translate values won't be at zero...how do i solve this prbolem?
@bettyboop129
@bettyboop129 11 жыл бұрын
1. My curve lines are very thick and fuzzy with lots of Xs. How do I turn these off? 2. How do I snap back to default pose?
@AmalQousa-nv4kv
@AmalQousa-nv4kv Жыл бұрын
That is a great tutorial , but i wonder why you cut the body to parts ? and how you will collect the different parts ??
@Autodesk_Maya
@Autodesk_Maya Жыл бұрын
Part 2 explains it. In short, cutting the body parts is to improve performance while building the rig. At the end of the process, you will delete all the cut parts and then skin to a whole version of the mesh.
@andrewgunderhill6908
@andrewgunderhill6908 10 жыл бұрын
What happened to the person who created the bad character rig? Where do you talk about creating a facial rig for the character that you are dealing with? I have been looking at different types of facial rigs that were commonly used for facial animation.
@radhaviraniandkrutika5104
@radhaviraniandkrutika5104 6 жыл бұрын
Thank you so much. All the tutorials helped me a lot. Thanks #radhaviraniandkrutika, #krutikaworld
@thomasanderson1416
@thomasanderson1416 7 жыл бұрын
Is there a way to add fingers in Quick Rig or HIK? I wish you do a tutorial on how to master Maya's HIK and Quick Rig.
@maksilong3046
@maksilong3046 10 жыл бұрын
hey there is the only solution to the BUG joint rigs in maya is to update your graphic driver/card? although i think my driver and graphic card is high enough i encounter that problem is there other way to fix that JOINT RIG Bug? when i'm creating a joint rig they are not connected to each other and falls every direction(im in ortographic view) is there a solution?
@goodfellas6590
@goodfellas6590 6 жыл бұрын
Thank you very much for these professional lessons! I want to know if there will be a continuation the same lessons on face rigging?
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
It's something that's been on my radar, but haven't had a chance to get to yet. The tricky thing is that a facial rig is generally much more customized depending on a character's role (hero character, background character, film, game, etc). I'll do my best to find a balance point.
@goodfellas6590
@goodfellas6590 6 жыл бұрын
Thank you very much for the answer. I will certainly wait for these lessons;)))
@redothemusicvideo
@redothemusicvideo 7 жыл бұрын
this is helpful thanks
@RixiRooTM
@RixiRooTM 11 жыл бұрын
Hello! Is part 2 live yet? I was just wondering! Thank u =]
@alidahnim2460
@alidahnim2460 9 жыл бұрын
I have a setup that I started but I'm going through some issues! Where could I send you an email with my file so you could take a look at it?
@prajwalpatil2096
@prajwalpatil2096 10 жыл бұрын
hi....plz upload facial rig tutorial
@respair1385
@respair1385 2 жыл бұрын
Thanks for the tutorial. I'm fairly new to maya, I see it was recorded back in 2013, I have the latest version of Maya, do you think I can follow along with these tutorials?
@Autodesk_Maya
@Autodesk_Maya 2 жыл бұрын
Yes, absolutely
@ManojKumar-kp5pf
@ManojKumar-kp5pf 6 жыл бұрын
This is very good series. you describe things very good way. Is there any series for 3dsmax rigging if any can you give me link.
@OfficialSolidState
@OfficialSolidState 10 жыл бұрын
I haven't watched the series yet, but I was wondering if you had any tutorials or resources on managing the proxy rig as well as the final, deformed rig, especially if referencing the rigs into a larger scene. Thanks.
@Autodesk_Maya
@Autodesk_Maya 10 жыл бұрын
Unfortunately we don't have a tutorial like this yet. We'll aim to have one up eventually.
@Wongjiunnhann
@Wongjiunnhann 6 жыл бұрын
Hi! i am very new to rigging, and i was wondering whether this whole series of rigging tutorial would work on an 'A' pose character as opposed to the 'T' pose shown in the video. If so what should i take into account?
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
Yup, it can definitely work for an A pose character. You'll just need to set the initial arm joints differently and rotate the controls so they line up with your character. Alternatively, you can also set the joints in A Pose, but set the default stance to t-pose if you like as well. It depends how you prefer to work.
@agresticpanda6469
@agresticpanda6469 5 жыл бұрын
So i managed to follow this tutorial and everything worked out! now im trying to build a single root skeleton to put in unreal but when i try to do the stretchy spine it affects all my limbs in a weird way. What things do i have to do different and watch for when building a single root skeleton ?
@Autodesk_Maya
@Autodesk_Maya 5 жыл бұрын
Hmm odd, the individual pieces should be compartmentalized enough that you can just connect all the result skeletons together to create one continuous skeleton. I would try putting intermediate joints, representing the various "left_arm_GRP", "left_leg_GRP", etc just to see if that fixes any issues. Additionally, I wouldn't recommend trying to move the entire rig, controls and all, over to Unreal since it uses so many Maya-specific nodes. Instead, I'd animate in Maya, then bake the animations down to the root skeleton, then send that to Unreal. Simplifying before sending to Unreal should guarantee it translates properly.
@kalptambe6193
@kalptambe6193 7 жыл бұрын
hello sir, its embarrassing ,but my mouse is not working properly and i m thinking about Logitech I had used many mouse but they give same result,could u pls advice which mouse should be better for maya..cause middle button not working or stop working..and u know we need it to drag and place for node editor,texture,outliner....etc..
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
Any mouse should work. If yours isn't working properly, then you may need a new driver or to replace that specific mouse.
@thearothtr
@thearothtr 9 жыл бұрын
i got a little confuse when i finish the rigg...i want to bind skin my final model to those spline joints.....but which one should i bind to, spine1_result_Jnt to spine7_result_Jnt or FK spline or all of them? is there any video about it?...
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
thearoth tr You want to bind skin to only the result or segment joints. If you download the scene file in part 32 we have a layer containing an example of all the joints for skin binding.
@thearothtr
@thearothtr 9 жыл бұрын
wow...thanks for quick reply...i'll go check it out,,,
@WolfGr33d
@WolfGr33d 9 жыл бұрын
I'm a little confused about character proxy rigs.. I understand the concept, but how do you get the proxy rig to affect the end-result 3d model? Do you attach a simple mesh wrap between the finalized model and proxy rigged mesh, or.. what?? Can't seem to find a good explanation.
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
WolfGr33d There's a few different ways you could go about it. The easiest method is that once your animation is finished, import the fully skinned rig and use a "Retargeting" workflow to transfer the animation over to the fully skinned rig (help.autodesk.com/view/MAYAUL/2015/ENU/?guid=GUID-B2E9F8B9-F188-4E27-8820-BB0C8541701F) Another method would be to complete your full suite of animations on different animation layers, then remove the proxy geometry and skin directly to your animated joints.
@WolfGr33d
@WolfGr33d 9 жыл бұрын
Maya Learning Channel Hmm, retargeting the skeleton eh? Sounds awesome :) Thanks a lot for the tip! It's so hard to find a full process from start to finish on how to do these things. I'll be sure to look up animation layering too.
@MegaJdavis15
@MegaJdavis15 8 жыл бұрын
After you finish constructing an proxy rig; how do you smooth skin; a fully skin mesh when the skeletal rig into groups?
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
+Jared Davis You want to attach the smooth skin to the result joints. If you check the finished rig file in part 32, there's a Display Layer that contains all the joints for skinning.
@CorneliusBogfrollupFitzgerald
@CorneliusBogfrollupFitzgerald 3 жыл бұрын
WARNING! guys if you using this as a tutorial, you will notice hes only showing you to do 1 leg, 1 arm, etc. for the sake of your sanity. Do them to both sides for your rig. once you watch about 3 hours of tutorials he basically says..."there is no way to mirror the rest of the rig so go back and do the same thing to the other side." This infuriated me. he could have warned me at the end of each video by simply saying, "now do the same to the other side"
@Autodesk_Maya
@Autodesk_Maya 3 жыл бұрын
I'm honestly very sorry about that. My intent was to have the right-side act as a sort of test/review/practice of what was learned on the left side. Also, it's not quite so straightforward as to do the same thing on the other side (part 32 mentions general things to look out for like reversing LRAs, and which joints can/can't be mirrored). Anyway, either method of doing left/right was going to have advantages and disadvantages.
@CorneliusBogfrollupFitzgerald
@CorneliusBogfrollupFitzgerald 3 жыл бұрын
​@@Autodesk_Maya Its also been 8 years since this was made. Is there anything with the newer versions of maya that make this easier?
@Kinkoyaburi
@Kinkoyaburi 3 жыл бұрын
@@CorneliusBogfrollupFitzgerald Mirroring joints in Maya is possible for quite a while, don't know since which exact version
@goodfellas6590
@goodfellas6590 6 жыл бұрын
after I have finished I can apply this ready skeleton to other characters? Since this is soooo laborious process to repeat it for each character
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
As long as their proportions are about the same, yes you can. It'll be trickier if the proportions are different (you'll need to adjust some of the calculations for squash/stretch), but it is possible.
@Klaky1594
@Klaky1594 2 жыл бұрын
I wanted to download the files used, but the link seems not to work. Can you please update it?
@Autodesk_Maya
@Autodesk_Maya 2 жыл бұрын
Copy and paste the link to a new tab. Does that work?
@Klaky1594
@Klaky1594 2 жыл бұрын
@@Autodesk_Maya nope
@Autodesk_Maya
@Autodesk_Maya 2 жыл бұрын
@@Klaky1594 Okay, try it now. It should be fixed.
@Autodesk_Maya
@Autodesk_Maya 2 жыл бұрын
@@Klaky1594 Looks like the issue is KZbin doesn't handle the old "http" links anymore - try copy and pasting them and changing it to "https"
@Klaky1594
@Klaky1594 2 жыл бұрын
@@Autodesk_Maya now it works! Thank you so much! ❤️
@projectwe-xist6935
@projectwe-xist6935 6 жыл бұрын
Is it possible to transfer information from a IK rig on a rig like this? I have a rig with mo-cap data. And I want the data to transfer to the rig I build with this tutorial. With what kind of connection would you do that.
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
If the controls have the same names / placements, then it is possible using the Time Editor. kzbin.info/www/bejne/g16lZZ2qictmedE However, are you sure your mo-cap data is on an IK rig? Typically that data will be right on a skeleton itself, not on any controls.
@brayanfernandes371
@brayanfernandes371 8 жыл бұрын
why you cut the mesh in the articulations?sorry for the bad english ,i not am native english
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
+Brayan Fernandes For performance during animating. You would then change to a non-cut mesh for final render.
@bettyboop129
@bettyboop129 11 жыл бұрын
I smell something burning. Wait! I think my brain is over-heating. Ha ha. Ha ha. Ha ha. First attempt at anything is always daunting .
@rameshdarisi5339
@rameshdarisi5339 6 жыл бұрын
Gone through the series...I just want to know if these methods meet industry standards as of now....
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
It'll depend a lot on which studio you work for, and what purpose you're building the rig for. But in general yes, these are all good practices/tools that film characters will need. Game characters tend to be a little more streamlined/stripped down though.
@michaelcdarby
@michaelcdarby 7 жыл бұрын
So I am considering going to college for animation specializing in rigging so is this a good example of what I would do on a daily basis in a job? I understand it's a complex question
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
While the tools for building rigs is always changing / improving, they'll always be built on these fundamental principles. So yes, this is a good example of what you'll be doing.
@deividgarciabetancourt8742
@deividgarciabetancourt8742 9 жыл бұрын
Hello, I wanted to ask if the scripts used in this version 2013 can operate in version 2014 oh syntax always changes in each version
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
The scripts will work fine in 2014.
@TheBlueBlurSFM
@TheBlueBlurSFM 9 жыл бұрын
Maya Learning Channel i need you help! i need you to rig my model. please please please! i not good at rigging so please. my model is sonic.
@luke0812
@luke0812 7 жыл бұрын
Will this be a good rig for game animation? I am currently working on a project. I am familiar with rigging, but I am not that great when it comes to advanced stuff like this. I want to make it as easy as possible for myself when animating it later in the end. Has anyone got a bit of experience with this?
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
Yes, this rig is designed specifically for animation.
@Josje95
@Josje95 6 жыл бұрын
Were you able to make the rig work in a game engine? I'm struggling with this
@dudemd4873
@dudemd4873 6 жыл бұрын
I'm my own animator too lol
@paefantasy4597
@paefantasy4597 7 жыл бұрын
Hi I have a question ,when i'm moving some parts of my character there's a distance in between. SO my question is how could i attach them while moving? are there any ways to remove cut mesh?
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
This character is a proxy, which is meant only for speeding up animating. When you're ready for final rendering, you'll want to smooth skin the character by deleting the cut up geometry and importing the full character again (from the file in part 2). Then go to Rigging > Skin > Bind Skin. You'll need to paint skin weights in order for it to react properly (you can see how near the end of this tutorial: kzbin.info/www/bejne/mWaWaa2hrN2airM).
@paefantasy4597
@paefantasy4597 7 жыл бұрын
i don't know how to delete the cut geometry how could i delete it ? Thank you for replying me.
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
They're parented under the appropriate result joints. See part 2.
@999hasko
@999hasko 8 жыл бұрын
hello ..thank for all lessons please help me.I have problem at the beginning of rigging I use maya 2014 after complete skeleton :::> IM GO to definition :::>control :::> and control rig but when I do smooth bend :::> this message appear warning :line 0 .skin is bing bound to the FK Rig // **sorry for my English**
@999hasko
@999hasko 8 жыл бұрын
Good-bye MAYA Hello ..CINEMA 4D After a year of study(MAYA) stops working in stage I did not find her any solution
@luke0812
@luke0812 7 жыл бұрын
Is it okay for you if I used this finished rig for an educational presentation at my university? In my study, I am the only person who likes to rig. I have to do a 20minute presentation and explainging common rigging pitfalls should be both educational and entertaining, because I could actually break the rig and show how to fix things or make it better. Not sure how I want to structure it. Thanks. Hope to get a response from you soon! :)
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
Yes, everything on our channel is under the Creative Commons licensing scheme. As long as you reference where you got it from, you are free to use and modify the rig however you like. = )
@davidbrandt630
@davidbrandt630 9 жыл бұрын
I think this tutorial and rig is great. But now that I'm done and want to repeat it on my own model, I'll have to go back and do it all again because I can't remember all the steps. Are there cliff notes or something I could use to refer back to? Thanks.
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
There aren't cliff notes unfortunately, but if you click the More button you can choose to download the video transcript. You may find it faster to work from the transcripts (which also have the added advantage of being searchable).
@davidbrandt630
@davidbrandt630 9 жыл бұрын
Maya Learning Channel I'll try that, thanks.
@PortalShade
@PortalShade 9 жыл бұрын
Rigging is a process you'l have to do probably 3 or 4 times before you even get into the swing of it, thus is the nature of this skill.
@CarlosSantos-qn8oc
@CarlosSantos-qn8oc 8 жыл бұрын
Hello Texturizei my character for animation, combined knits and they disappeared when I opened the porgrama the next day. I better do Rig with separate meshes or continue to make a combination of them? I think it was maya error and not the combination of the meshes.
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
When you're ready for skinning, you should delete all the separate meshes and reimport the full one from part 2.
@mohammeddesokey3081
@mohammeddesokey3081 8 жыл бұрын
To Maya learning channel. Do you mean by following your way to separate our mesh and finish all skeleton bones as same as your tutorials for all body parts, we will be able to reuse imported full copy of full body mesh and bind it to the new created skeleton bones ?
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
Yes, exactly.
@mohammeddesokey3081
@mohammeddesokey3081 8 жыл бұрын
Thanks so much for your quick reply, you are amazing
@Wongjiunnhann
@Wongjiunnhann 5 жыл бұрын
Hi again~! I realize facial rigging like most thing is a case by case basis, but say if i were to do facial rigging how would I approach the proxy workflow would i be able to separate the head mesh and work on the facial rigging independently and combine it later? How would the skinning work? I can think of driving the main mesh with blend shapes but is that the only way? THANK YOU IN ADVANCED!!!
@Autodesk_Maya
@Autodesk_Maya 5 жыл бұрын
I wouldn't recommend doing a proxy rig at all for a facial rig - just skip straight to a skinned rig. There are generally two approaches: 1.) Create joints to control the eyes and mouth and then make controls for them. 2.) Use blendshapes (as you describe). The former will give you greater control but is a bit harder to setup. The latter is better if your character is only going to go through a number of pre-made expressions (like game characters tend to have).
@Wongjiunnhann
@Wongjiunnhann 5 жыл бұрын
Thanks for the prompt reply@@Autodesk_Maya . Does that mean in conjunction to the entire series featured here, I would only start my facial rigging in the final stages where the final renderable quality character geometry is transfer over and skinned? Doesn't that defeats the purpose of having a proxy rig to be used by the animators? Or do you mean i would skip the entire slicing and dicing of the mesh and go with a properly skinned character to begin with? Sorry if this sounds all over the place since i am a little confuse with the pipeline here. Further if i would work in a team, can i have different person working on facial and another on the body rig using what was featured here? I have seen quite a few tutorials on facial rigging and the approaches as well as techniques aforementioned but most of those were demonstrated with the head mesh separated from the body. I am curious how would those approaches be implemented or integrated in relation to the featured series. In which stage would a rigging artist start to implement their facial say for the rig shown in the tutorial series? Thank you for your patience and kind reply.
@Autodesk_Maya
@Autodesk_Maya 5 жыл бұрын
​@@Wongjiunnhann So typically this proxy rig is used for sketching out rough animation since it's the full body skinning that tends to have the biggest impact on scene performance (especially when multiple characters are in the scene at once). So you'd animate actions without the facial animations first. Once you're character's body animation is close to finished, there's a couple of ways you could proceed, mostly depending on how fast your computer is. 1.) One way is to import the skinned rig and transfer the animation over to a skinned mesh with facial controls (kzbin.info/www/bejne/g16lZZ2qictmedE) and then do the facial animation. If you're on Maya 2019, make sure that Animation Caching is turned on and you shouldn't see much (if any) drop in performance. 2.) If you're on an older version of Maya without Animation caching, you may see performance drop when you do 1. Depending on how heavy your scene is, this might still be workable (especially if you're working with blendshapes which don't require you to move controls as precisely as face controllers). However, if you find it unworkable, then instead of importing the skinned rig into the main scene file, I'd recommend exporting the animated proxy to a much lighter file (either one without background elements or with very simplified background elements) and then doing the skinned rig transfer there. Then you can animate the face a lot faster and export that entire thing back to your heavy file. It's a bit more involved, but you'll get better performance to tweak your expressions just right.
@Wongjiunnhann
@Wongjiunnhann 5 жыл бұрын
Thanks for the clarification~ appreciate it a lot! @@Autodesk_Maya
@Spectrumpicture
@Spectrumpicture 7 жыл бұрын
So if I make a simplified model (of a more detailed high poly model) and animate it smoothly, can I replace it with the detailed model for final rendering?
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
Yes. All you'll need to do is re-skin it to the rig.
@aerondelacruz5284
@aerondelacruz5284 7 жыл бұрын
I, for one, can't seem to understand how to transfer an animation via proxy to a more detailed model. Good series nonetheless, I'll just have to figure it out when I get to that part.
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
This is the easiest, most up-to-date way of doing it: kzbin.info/www/bejne/g16lZZ2qictmedE If you have an older version of Maya, you can also use the Edit > Transfer Attribute Values feature: help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-CF4DA9FF-4AAB-4E6F-A7A7-773DFC1E95B9 from the proxy controls to the finished rig controls (make sure In Connections is turned on).
@aerondelacruz5284
@aerondelacruz5284 7 жыл бұрын
Maya Learning Channel Wow that's pretty generous of you guys, thanks!
@ajadj1105
@ajadj1105 10 жыл бұрын
This is great tuts but one question is this rig good for game engine (i now that is a high rez rig) but how reduce, not brake a this rig?And how this set of rigs bind in one skeleton to use in game and translate animation
@ajadj1105
@ajadj1105 10 жыл бұрын
And one question more,i hear that SCALE not alow in game engine!
@Autodesk_Maya
@Autodesk_Maya 10 жыл бұрын
Andrija Petric You should still be able to globally scale game character rigs, but generally you don't want squash / stretch or individual joint scaling for them. You could use this rig in a game minus the scaling, but you may also want to look into Human IK on our Game Solutions Learning Channel.
@trvideos6908
@trvideos6908 4 жыл бұрын
how to download maya free
@MouseCrusader
@MouseCrusader 7 жыл бұрын
quick question. can this rig still work if you're using a different head rig?
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
Yes. The rig itself was designed to be modular enough that you can combine any part of it with a rig from elsewhere.
@MouseCrusader
@MouseCrusader 7 жыл бұрын
awesome. thank you!
@sophieberry8223
@sophieberry8223 8 жыл бұрын
Hello, I've been following this tutorial and it is wonderful. I was wondering if it would be okay to include it in my 3d animation demo reel? It is for non commercial purposes only and I would be using it as part of my demo reel to show to companies when I apply to work for them. thank you very much.
@sophieberry8223
@sophieberry8223 8 жыл бұрын
I would of course credit you in the demo reel as well
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
+Sophie Berry The material we provide is licensed under creative commons meaning that, yes, it's okay for you to repurpose. I probably wouldn't go around telling prospective employers that the model is yours (they'd probably find out pretty quickly that it's not), but if you've followed through on this tutorial and created your own version of this rig then yes, the rig you now have is absolutely yours to own. = )
@sophieberry8223
@sophieberry8223 8 жыл бұрын
Thank you so much! I will make sure to credit you all for the model! Thank you so much for providing a quality tutorial series. This is been immensely educational.
@sophieberry8223
@sophieberry8223 8 жыл бұрын
+Maya Learning Channel Also is there any particular way you would prefer to be credited? Would it be acceptable to say model provided by the Maya Learning Channel? Thank you so much
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
Sure that's fine.
@cg_collection866
@cg_collection866 7 жыл бұрын
hello.. will the rig work for quadruped if ido not make the model in T-shape ?
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
Yes it will work, but you will need to make some minor alterations where appropriate.
@cg_collection866
@cg_collection866 7 жыл бұрын
ok sure. Then i will be back if there would be any problem. Thank you..
@paulMlela
@paulMlela 6 жыл бұрын
hi! there maya learning channel,i am having trouble buying computer for my 3d animation work, can you please help me out specifications of a good desktop computer for my work.
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/System-requirements-for-Autodesk-Maya-2018.html You can refer to this page for recommended specs.
@irisreuver9584
@irisreuver9584 6 жыл бұрын
Does anyone have a clue how to import a rig like this in a game engine. I am using Unreal atm.. I skinned my character, and instead of having everything in one big group, I have the joints, controls and the mesh seperately... I keep getting a lot of errors
@DChap
@DChap 5 жыл бұрын
I'm not a rigging expert, but I think generally you only export the mesh and the joints (not the control objects) as one FBX.
@purewinter5650
@purewinter5650 5 жыл бұрын
I work in Unity but the concept surely applies: Export your character as an FBX. Make sure the scale matches your game engine, and make sure animations are part of the export. When in down, always select "export all." The bones are also imported to the game engine and you can translate the bones and the character's mesh will move, showing you the bones are still skinned in game. (Hence why you need them.) That is why baking animations is so important.
@reginaldarmah2381
@reginaldarmah2381 5 жыл бұрын
Can this solution be applied in vfx, feature animation and game industry?
@Autodesk_Maya
@Autodesk_Maya 5 жыл бұрын
VFX and feature animation for sure yes. Game industry can be a bit tricky since it depends on what your game engine supports. In general, the basics work like IK/FK setup and skeleton structure, but advanced features like squash and stretch may or may not depending on the engine and whatever custom code you have running on top of it. If you want to guarantee it works in your game engine, then the thing to do is animate in Maya, then bake the animation down to the mesh, export, and then use those as pre-canned animations in the game engine.
@reginaldarmah2381
@reginaldarmah2381 5 жыл бұрын
@@Autodesk_Maya wow, you summarised all my 100 questions in one answer. Thank you. Is there a way I can contact of i have further questions?
@Autodesk_Maya
@Autodesk_Maya 5 жыл бұрын
@@reginaldarmah2381 Just post a comment to any video where you have the question. I'm always here to help. = )
@Stoogie
@Stoogie 9 жыл бұрын
There is no skeleton menu in maya 2015, how do you mirror bones? the mirror button on the 3d top menu doesnt work either.
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
There is a Skeleton menu. You can find it in the Animation menu set.
@Stoogie
@Stoogie 9 жыл бұрын
yea like just after i posted this i found out about how the drop down menu selection of 6 different things change all the menu bars, lol why does nobody tell you this? :P
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
Check out the Getting Started playlist on our channel for videos with more tidbits like that..
@Stoogie
@Stoogie 9 жыл бұрын
I have a question not related to this, in blender u can select verts or edges or with F2 mod any edge and mouse the direction you want, and then press F to fill it or to create an edge between vertices, in maya you cannot create edges with vertices and to fill between edges you need to use the append to polygon tool, which means you have to enable the tool , select both edges and hit enter, then enable the tool again and select another square hole and repeat, this process is VERY slow in maya, however in blender it is fast as with a simple F key, the F2 mod also makes it so you can fill all adjacent ones with where you mouse is going instantly by spamming F key in less than a second, is there any way to make it faster in maya?
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
Look up the "Quad Draw" Tool. It sounds like more or less what you're looking for.
@morbid1.
@morbid1. 7 жыл бұрын
do new version of maya has biped or catrig similar tools?
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
Perhaps a Quick Rig is what you're looking for? kzbin.info/www/bejne/mWaWaa2hrN2airM
@morbid1.
@morbid1. 7 жыл бұрын
Maya Learning Channel that is nice, it looks a bit like a mix with motionbuilder. Is there a way to do same with quadrupeds?
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
It can work with quadrupeds as well, but you have to stand them up in a T-Position as well during the bind process.
@rhettpeter83
@rhettpeter83 3 жыл бұрын
I only have one question and that is why do I have 1000 questions
@KeThamLang88
@KeThamLang88 11 жыл бұрын
i need clip learn creating map game and build character, cloth, weapon basic. who got can share me. thank so much
@purnachandu8482
@purnachandu8482 8 жыл бұрын
hii i am a begginer to rigging and i want to animate a sqash and strech ball by doing self rigging can u plzz guide me with a tutorial or any other
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
+Purna Chandu A squash a stretch ball is more easily done with a deformer rather than a rig.
@purnachandu8482
@purnachandu8482 8 жыл бұрын
+Maya Learning Channel yaa but with a rig I am more comfortable I have downloaded for net and they used the ik handles I jst wanna know the procedure to make and have some knowledge on jnts and handles working so can u plzz give me a reference and also a deformer reference plzz
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
In that case, everything you're looking for is in this character rigging tutorial (specifically, squash and stretch is in part 12). You'll just need to reapply it to fit your scenario.
@purnachandu8482
@purnachandu8482 8 жыл бұрын
+Maya Learning Channel so is it the same procedure applied on the fk sqash and strech
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
Yes, it would be.
@chusaksaetan2632
@chusaksaetan2632 6 жыл бұрын
Is it worked for game ?
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
The basics are the same yes, but some of the advanced features of this rig like Squash/Stretch, advanced fool rolling, and the dual knee solution aren't compatible with all game engines.
@alphadevilll
@alphadevilll 8 жыл бұрын
Why are my bones looking like this imgur.com/NHYNdAo imgur.com/me56HWa they are so big and interfere with the mesh.so its really difficult to see what i am doing :/
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
+Alpha Devil Looks like your character is super small. You can adjust the joint size by going to Display > Joint Size. However, I would actually recommend you scale your character up, since you may have other unrelated issues working with that character in scenes at that size.
@alphadevilll
@alphadevilll 8 жыл бұрын
i actually tried it and scaled it 20 times bigger than the default plane and they still look kinda big They are okay in longer sections like legs now but still huge in smaller and wider sections like fingers toes etc..I am now confused.Am i supposed to scale this model like a 100 times or is something wrong with my settings which cannot be correct because i have only installed it today and all of them are default for sure..
@Autodesk_Maya
@Autodesk_Maya 8 жыл бұрын
By default, one grid space is equal to 1cm. You'll want to scale your character according to that. If the joints are still too big once that's done, then you'll want to size them using the option I mentioned in the comment before this.
@alphadevilll
@alphadevilll 8 жыл бұрын
Thank you.I will try that.
@user-uc4ui6mv1j
@user-uc4ui6mv1j 8 жыл бұрын
+Alpha Devil Try to Update your graphic card Driver, I had almost the same problem with joints and the problem was from the Driver especially if you are using Nvidia .
@steveshooter1433
@steveshooter1433 10 жыл бұрын
How do u change it to a boy
@SquircularKnights
@SquircularKnights 10 жыл бұрын
Learn to rig.
@sandeepshrestha5733
@sandeepshrestha5733 8 жыл бұрын
whats fk and ik joint?
@StinnMysterious
@StinnMysterious 8 жыл бұрын
Its described in the video itself.
@RixiRooTM
@RixiRooTM 11 жыл бұрын
lol, doh me! thank you!
@shwetasharma5508
@shwetasharma5508 10 жыл бұрын
rigging.......omg
@naws69
@naws69 3 жыл бұрын
ok
@michaellaviola6540
@michaellaviola6540 2 жыл бұрын
‘Stretch for realism” idk mate last time I checked human bones can’t do that in real life…
@Autodesk_Maya
@Autodesk_Maya 2 жыл бұрын
Actually your limbs can stretch a bit by having the bones pull away from their sockets a bit. Also it isn't so much stretch alone that's "realistic" but rather volume preservation. A good example of both is to stretch your spine to reach as high as you can and your vertebrae will naturally pull apart a bit (stretch). Conversely, if you crouch into a ball, your vertebrae will compress together and your skin (or in my case, fat) will squash outward. Both of these are subtle,, but for the most realistic animation you need to be able to mimic both in a rig (obviously it's also great for cartoony rigs too).
@michaellaviola6540
@michaellaviola6540 2 жыл бұрын
@@Autodesk_Maya I feel like if my vertebrae or limb bones stretched form out of their socket to the point that it’s visible to the naked eye I’d want to go see a doctor lol
@ROMORoo7
@ROMORoo7 7 жыл бұрын
come on pal thought you were going to show us the easiest way to rig
@Autodesk_Maya
@Autodesk_Maya 7 жыл бұрын
You mean like this? = p kzbin.info/www/bejne/mWaWaa2hrN2airM
@Jacodaify
@Jacodaify 6 жыл бұрын
I made a MEL script based off this entire tutorial series to automate the process. If you want to learn more about rigging I would still recommend this video tutorial as it is very informative and a good introduction to rigging, but if you want to get the job done fast and hassle free give this script a try and feel free to leave feedback! github.com/Jacodaify/AoShell-rigging-script
@LaiLinus
@LaiLinus 10 жыл бұрын
Awesome!! Share on cgvfxing.com Thank you very much!
@kefallica
@kefallica 8 жыл бұрын
birader dediğini yapıyorum bire bir..yiyosun var ya hepimizi
@24yrukdesigner
@24yrukdesigner 5 жыл бұрын
Never ever ever give a foot roll to a professional animator though please!!! They are horrid counter productive things which force animators to counter animate the actual foot controls.
@Tyborg425
@Tyborg425 10 жыл бұрын
wonder if... we don't want to make an animators life easier? quicker maybe.. but not easier.
@SoSo-se8rk
@SoSo-se8rk 3 ай бұрын
Thankyou so much im greatfull 👏🤍
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