Flexible Rig | Part 7 | Ribbon Controls

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antCGi

antCGi

Күн бұрын

Пікірлер: 19
@antCGi
@antCGi 5 жыл бұрын
Thanks for watching and remember that I don't earn any advertising revenue from these 3DWorld videos. So if you find them useful why not say thanks with a coffee - ko-fi.com/antcgi - regular contributors get exclusive downloads ;)
@akashp1076
@akashp1076 Ай бұрын
Best tutorial in youtube
@pete_shand
@pete_shand 3 жыл бұрын
This is an excellent tutorial, thank you!!
@antCGi
@antCGi 3 жыл бұрын
Glad you enjoyed it!
@zukabanana
@zukabanana 4 жыл бұрын
very good tutorial like always !! thank you
@vKilljoyy
@vKilljoyy 3 жыл бұрын
Been slowly going through a number of your video, firstly want to say theyve been a great resource, so thank you. I havent been able to find anywhere where youve shown how this would work with an IK / FK switch - In my case Im using this on the spine of my character, but Im unsure what need to be constrained to what for IK/ FK switching functionality. Thanks again!
@JiaNaDaRen15
@JiaNaDaRen15 3 жыл бұрын
So I think I finally figured it out. I believe what he has done is set up the ribbon control which is now the new Bind Joint to be controlled by the IK controls. What you would have to do is go back and do everything but for FK controls and then set up those parentConstraints to the FK/IK switch
@62cky4powerthirst
@62cky4powerthirst 5 жыл бұрын
You ever see a spine ribbon done for games? Or is it usually only used for film?
@antCGi
@antCGi 5 жыл бұрын
I’ve done it many times for games, the main thing is to keep the export skeleton separate.
@danteabott9142
@danteabott9142 2 жыл бұрын
Hello out there, as I'm lazy and new in maya I'am just testing things out. You said we have to repeat all the process for the right and left arm.....but I placed all the stuff (joints-ik-controllers....bla..bla) in a group and used duplicate special, then changed the SCALE X of the group to negative.....and seems to work! Do you think there will be any problems???
@gracciliano
@gracciliano Жыл бұрын
hello, how make mirror the system ribbon?
@tankthomus
@tankthomus Жыл бұрын
I have a quick question, what is the point of the "l_arm_lower_aimpoint" and the "l_arm_upper_aimpoint"? Can't we just set the "World up object" to the "l_arm_middle" joint or the "l_arm_root" joint? The aimpoint and its parent joint have the exact same orientation and location so why can't we simply save a couple steps and just make the World up object the joint instead? Update: Is it ok to just set the world up object as none? I was testing some stuff out and it seems to prevent all odd flipping.
@tankthomus
@tankthomus Жыл бұрын
Update: It took me a month to figure this out, but you have to use a World Up object because if you don't the Upper and Lower joints will not properly follow the FK controller setup and it won't properly follow the future cog controller.
@andreap9319
@andreap9319 2 жыл бұрын
THANK YOU
@ncirclestudio3123
@ncirclestudio3123 2 жыл бұрын
import antcgiRibbon antcgiRibbon.antcgiRibbonUI() # Error: ModuleNotFoundError: file C:/Users/anchu/Documents/maya/2022/scripts\antcgiRibbon.py line 11: No module named 'pymel' # Hi, I have a problem with antcgiRibbon during rigging set. I'm getting an error, I'm curious about this.
@the_candle_trader
@the_candle_trader 5 жыл бұрын
Hey ... Can you please give a tutorial for basic ribbon rigging !! For beginners !?
@antCGi
@antCGi 5 жыл бұрын
Is this one not ok? kzbin.info/www/bejne/g6iuZpKoiJargJI
@uvays3580
@uvays3580 3 жыл бұрын
Thankz
@madtwist2364
@madtwist2364 Ай бұрын
One gigantic problem I'm experiencing is the upper and lower joints not following in terms of rotation (your X rotation, for reference); it's super noticeable whenever I try to rotate the root and the joints don't inherit that one rotation. My ribbon also gets flipping issues if I try to aim it like yours (adjusted for my own orientation), so I had to use the World Up Axis instead which seems to work. EDIT: Okay, I seem to have fixed the rotation problem by playing around with my Aim Constraints more. Used the same "up vector" for both Up and World Up, and it works well now. I tried fixing it with Parent Constraints earlier which also seemed to do the job, though ultimately I don't know how it'll affect everything else in the future so I still used Point Constraints.
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