Thanks a ton for this tutorial. From what I understand, the last method plus parent constraints seem to be the best methods going forward. I still appreciate you showing the earlier ones, and explaining their situational uses.
@antCGi3 жыл бұрын
Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above. If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
@marciopereira17262 жыл бұрын
My God...this is pretty awesome
@gizmogrem9882 жыл бұрын
Thanks! I'm at lesson 7 and already have learned a lot to better understand rigging and generally Maya as a tool.
@danteabott91422 жыл бұрын
another good tutorial!
@audirhuit3 жыл бұрын
hey, thanks a lot for your guide, helps me so much ! just have some wandering about how you mirror / create the other side of controllers, have some issues to finish my controllers settings
@freshmaker4o2 жыл бұрын
Question if I may, I'm in a process of creating an autorig interface, and I'm really not sure which way to go with the controls. I've build a rig before with the method you describe at 15:00 and used it without any troubles in UE4, but I've also learned (from you) about offset parent matrix method for FK and the traditional method with grouping the controls. I managed to write a script that does the all the steps necessary for auto-rigging an arm with the offset parent matrix method, but as far as I understand, if I want IK on top of it, I need to create extra joints and use them, which I don't like as an idea. I would appreciate and advice on which way should I go with the controls, which method would be useful for both animation rendering and games? Please advice, many thanks!
@scarbadiente10 ай бұрын
Gracias a usted me actualicé en el proceso del rigging.
@TheBumblingtalker3 жыл бұрын
Огромное спасибо Вам за ваш труд! Как будут деньги обязательно отправлю вам на кофе!
@japaneseextremme3811 Жыл бұрын
I'm so confused. Can you help? At 16:28 you connected the control curves to the joints. I did this for all of my control curves, but then saw in a later video that you didn't do this to your model and had all your controls in a separate group. Is there any way for me to disconnect the controls from the joints and get them into their own group? Sorry I'm a noob Edit: Going through and deleting the curve shapes. Luckily made duplicates of all my control curves so just going through the process of matching transformations and doing the offset matrix
@KrisHammes Жыл бұрын
im in the same positon, what did we do wrong?
@AngellusRavenix2 жыл бұрын
I'm trying to use the offset parent matrix to zero out my skeleton, but it keeps reverting to .001 no matter what I type into it. Regardless of if I fix the original transformation or not.
@pandamontok8524 Жыл бұрын
Why maya loves to behave unexpectedly. I follow the offset with matrix lesson. But once I input the value for rotation for the x axis, suddenly it translates instead of rotating.... although I have zeroed the transform attributes. or maybe rotating but with different pivot
@violetevergarden2.023 күн бұрын
24:08 so where i can find this file guys?
@LouiseChib2 жыл бұрын
Should you only zero out the value on the offset matrix when the controls are parented? Because after I zero'd mine out then parented them the value changed again -_-
@sqwert6542 жыл бұрын
@16mins as soon as I run the code my control gets an offset. this might be because Im using an imported Epic Sk_maniqin
@HB-wk6zj2 жыл бұрын
It did the same for me, it was because I didn't reset the Transforms on all my controls, before running the code
@sqwert6542 жыл бұрын
@@HB-wk6zj I had to run the initial camera setup again. But using the new OpenXR plugins results in choppy or very slow tracking. Still get 90fps though.