Rig Arm Twist - Maya

  Рет қаралды 23,054

Alexandre Coirier

Alexandre Coirier

Күн бұрын

Пікірлер: 21
@DoraKage
@DoraKage 5 жыл бұрын
OMG, I circled around several tutorials for days (including an old one from Autodesk official) - this tutorial is the easiest to understand, is neatly done and make efficient minimal use of nodes. Thank you for this Alexandre.
@trevital1422
@trevital1422 6 жыл бұрын
Great stuff Alexandre, Hope to see more from you.
@deuksooseo
@deuksooseo 2 жыл бұрын
Best tutorial of Twist Thanks
@alphaillusion4541
@alphaillusion4541 6 жыл бұрын
You're the man, man! Very very helpful. THANKS!!!
@RobertHoefig
@RobertHoefig 7 жыл бұрын
My arms twisting fine! Thanks! :)
@dominikh8835
@dominikh8835 6 жыл бұрын
This does work for posing and slight rotation but when rotating the shoulder first and then bending the elbow, the shoulder starts to twist again but backward.
@jimmitchell4698
@jimmitchell4698 6 жыл бұрын
1:22 is supposed to be ctrl + left click.
@yeonpark6772
@yeonpark6772 4 жыл бұрын
Thank you for good information. I solved the problem. I have a question. Why use 4 joints each? If the limbs are short, can I shorten them to three? and Is this called quaternion? and..Shouldn't Nonroll JNT's upVextor be the opposite of the existing arm JNT?
@bentraje
@bentraje 6 жыл бұрын
Thanks for this! Helped me a lot! Although I have a question, is it possible to have all the set-up (upperarm and lowerarm) either be full IK set-up or full aim constraint set-up? If so, why did you choose a hybrid set-up?
@RoBaer90
@RoBaer90 6 жыл бұрын
This has been really helpful! Thanks! I'm curious, though. Why do you use Y and not X as your primary axis for orientation?
@1V4NP3R3Z
@1V4NP3R3Z 4 жыл бұрын
This doesn't work once the shoulder joint rotate Y goes past 180
@DoraKage
@DoraKage 5 жыл бұрын
Edit: Nevermind - I found that this flipping thing with the Aim constraint is a limitation that comes with the underlying vector math. follow up question: my arm chains only differ from yours in orientation (x - forward axis, y points down and z points in the negative negative z direction), I was able to correctly apply the (IK handle and the aim) constraints for elbow and shoulder, but when i twist my wrist past 90 degrees on my forward axis, the twist segments flip. if i change the up vector in the aim constraint's settings (- to +) the flipping still happens if I rotate the wrist -90 degrees. is this an unsolvable problem like gimbal locking? what's a good workaround for it?
@alexandrecoirier1048
@alexandrecoirier1048 5 жыл бұрын
Try to set aimConstraint like : aim 1 0 0 up 0 1 0 world 0 1 0
@andreasgeorgiou1901
@andreasgeorgiou1901 6 жыл бұрын
does this method solve the 180 flip you get with most forearm setups?
@alexandrecoirier1048
@alexandrecoirier1048 6 жыл бұрын
No, with this method "twists" flip up to 180 and less than -180
@arafatrishad5628
@arafatrishad5628 7 жыл бұрын
my twist is not working when i getAttr elbow.translateY its return 0 if i put translateX then give value.i work with that value.above all i do all the same you do. please help me
@alexandrecoirier1048
@alexandrecoirier1048 7 жыл бұрын
It's beacause I work in Y up and you probably in X up, each time I set/connect a rotate or a translate on Y, you have to set/connect it on X. Set the rotate order xyz or xzy when I set yzx. For the aimconstraint, try to set it like this : aim vector : 1,0,0 up vector : 0,1,0 or 0,0,1 w up vector : 0,1,0 or 0,0,1
@muheshhosee3618
@muheshhosee3618 7 жыл бұрын
how to connect fk
@bentraje
@bentraje 6 жыл бұрын
Thanks for this! Helped me a lot! Although I have a question, is it possible to have all the set-up (upperarm and lowerarm) either be full IK set-up or full aim constraint set-up? If so, why did you choose a hybrid set-up?
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