One thing if you really didn't want to have to rig SS to the AUX you could turn off the rig double solve and sync setting on the control rig and in selected effector mode you can drag the IK controls past the end of the rig. Nice tutorial on this always.
@houdinini67157 ай бұрын
thank you for your sharing sir!!
@iurimonteiro47677 ай бұрын
Thank your for all the knowledge sensei
@manucruz72677 ай бұрын
Nice good job :)
@808draft2 ай бұрын
Hey Jonathan, I was wondering if you know any good tutorial or have any tips on rigged clothing mechanics especially in motion builder i.e. auto skirt collision or dynamic secondary motion. I love animation but the one thing they dont teach you or just brush by really fast is clothing mechaincs and all the devil little details that involves like capes and scarfs. Plus it doesnt help when all the free rigs they give you is just basic body skeletons and when you finally get your hands on a complicated rig with corrective blendshapes its almost like shell shock and you keep wondering to yourself "what or how the hell am I supposed to work with all this?"
@JoCoAnim2 ай бұрын
hi, do you need this only in MoBu, or would solving and simulation the cloth in a game engine such as Unreal be useful to you? (cause personally, that's where I do all that stuff nowadays) In any case, you can start with my Set Driven Keys tutorial: kzbin.info/www/bejne/jnXSqq2kqMeMkJo&ab_channel=JonathanC This guy made a Pose Reader tool that also seems pretty nice (didn't try myself though): kzbin.info/www/bejne/oHO3lqmXnrmkb6c&ab_channel=animbai
@808draft2 ай бұрын
@@JoCoAnim No Unreal would be very useful yes! I ts just so hard to choose between game engine or dcc. I was also thinking about Houdini and their tools, especally APEX and what they're coming out with in the next version.
@JoCoAnim2 ай бұрын
@@808draft i'd say cloth simulating in dcc is obsolete, if you're doing game animation at least. Cause at runtime the animations are blended and layered all over the place so you'd want everything to react dynamically. You could look into the Pose Driver node and the associated plugin Pose Connect for Maya. And physics asset combined with the Rigid Body node in UE.