Excellent vid! Concise and clearly explained. Great work!
@rosvisual29862 жыл бұрын
thank you ! this tutorial was really helpful for me
@rakshithreddy1674 жыл бұрын
Man u hv got every solution for problems in maya tq...
@MHTutorials3D4 жыл бұрын
Pretty much :-)
@topknot013 жыл бұрын
Thanks a lot for this, really helped out.
@amaryta Жыл бұрын
Thank you! Life saver
@Ruyanisme6 жыл бұрын
very smart sire.
@akashmitra12946 жыл бұрын
this is a very smart way ..........thx nicely explained
@MHTutorials3D6 жыл бұрын
Thank you
@pinxelated27996 жыл бұрын
thanks! easy to understand.
@officialPCXTV9 жыл бұрын
Woah, Constraint-ception. I didn't know that was possible :)
@KiriaHmuriy9 жыл бұрын
Thank you!
@MHTutorials3D9 жыл бұрын
+Киря Хмурый You are welcome
@276matto5 жыл бұрын
Thanks for tutorial Mr. Hermes. But i have a problem. I do what you do but object is turning 90 degrees when moving ant stay still. Freezed Transformation, Deleted History but nothing changed. Can you help me about this please?
@AzeemAfzaly6 жыл бұрын
Thanks
@indianeinstein19786 жыл бұрын
you are awesome !! i will subscribe you. thanks very much.
@MHTutorials3D6 жыл бұрын
Thank you so much
@Dom1912927 жыл бұрын
Hi Mike, is there a way to limit the extension of the piston rod? Ideally in a manner that allows the piston to be oriented at any angle and still maintain a max extension behaviour (i.e. not using the limit information tab under attribute editor, as this only works based on world coordinates).
@MHTutorials3D7 жыл бұрын
Absolutely, you just need to put in limitation values on whatever axis you want to limit ( check my door and window rigging video )
@PartigradeCannon4 жыл бұрын
Won't that cause some sort of loop?
@HelroyDelano7 жыл бұрын
Wicked Tutorial! Could you Do an Extension of this for piston like rig with multiple averaging parts. So like a piston if it had a bunch of collapsing sections to it. I've tried to figure this out myself but i end up with a lot of cyclical errors.
@MHTutorials3D7 жыл бұрын
Currently traveling but I will see what I can do
@HelroyDelano7 жыл бұрын
Thank you very much! Take your time, its not for a pressing project or anything. I really appreciate it.
@thepaintedginger7 жыл бұрын
Okay I’m working on a giant robot and was wondering if after to to that, could you anchor or parent the pivot point to a joint in a skeleton rig?
@MHTutorials3D7 жыл бұрын
That can be done, yes
@TheRafferty946 жыл бұрын
hey @ginger did you figure this out? ik it's an old comment but I'm currently trying to do that and it breaks the aim constraint and i'm having a hard time finding resources on it EDIT** figured it out. If you want to use this method in a rig its better to add two joints facing each other with aim constraints on, then just parent the geo to the joints
@carsonchild9 жыл бұрын
I rigged a character in Maya LT 2016, and imported the test animation on my character, but I can't seem to get rid of the test animation character that was imported. how do you delete characters from Human IK? Thanks
@MHTutorials3D9 жыл бұрын
+Carson Child Check you outliner and make sure character and IK are no longer parented. Then delete the character
@red4666 Жыл бұрын
For some reason, when this is exported into unreal it messes up.
@MHTutorials3D Жыл бұрын
How did you export it ?
@ultraki58979 жыл бұрын
What's a piston
@jaspreetmaan1217 жыл бұрын
How can i add a spring like in car suspension
@MHTutorials3D7 жыл бұрын
Use blend shapes
@fabianf.23008 жыл бұрын
can I do that with bones?
@MHTutorials3D8 жыл бұрын
Yes you can
@thelibrarian71936 жыл бұрын
very informative, but not the one i need right now