#RiggingInMaya

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antCGi

antCGi

Күн бұрын

Пікірлер: 20
@antCGi
@antCGi 3 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 🐜
@benrand8961
@benrand8961 2 жыл бұрын
First of all, these videos are an incredible resource for someone like me who is trying to break into the games industry as a rigging artist. So well presented and have helped me a lot. I'm posting because I made a rig following these series and every time I get to the twist joint I have issues with the twist system when I rotate the whole rig 180 deg in world Y. Lots of flipping and other issues. I'm not sure if anyone else had this issue and was able to resolve it.
@antCGi
@antCGi 2 жыл бұрын
Hi! I think I cover this in a later video.
@angie_1610
@angie_1610 Жыл бұрын
@@antCGi Hi! i'm having the same issue and I can't seem to find the video that solves it.
@antCGi
@antCGi Жыл бұрын
@@angie_1610 Hi, yep I cover it here - kzbin.info/www/bejne/enKnoq2Xhc6aeac
@pianoneko9279
@pianoneko9279 Жыл бұрын
@@angie_1610 Hey! I was having the exact same problem, I was able to fix it by switching the values in the Up Vector of the aim constraint on the upper twist joints. Mine might be different to yours but as an example, my left arm up vector was set to 0, -1, 0. I changed it to 1, 0, 0. Seemed to work
@angie_1610
@angie_1610 Жыл бұрын
@@pianoneko9279 Hey! Thank you so much. I changed it to 1,0,0 as you said and it worked.
@yanivbirman1643
@yanivbirman1643 2 жыл бұрын
Thanks a lot for making this tutorial! Not only it's easy to follow, I think it's one of the most stable setups for an arm twist I've tried so far!
@puggybooth
@puggybooth 2 жыл бұрын
A really thorough and clearly presented tutorial, great stuff, thank you.
@wolfsch
@wolfsch 3 жыл бұрын
Been looking forward to this!
@erolskiy
@erolskiy 2 жыл бұрын
Thank you a lot for awesome stuff! =)
@madtwist2364
@madtwist2364 Жыл бұрын
11:13 At this stage there's a problem, that being the locators kind of... stay behind in terms of rotation, when any other part of the body is animated, and if the locator is further away the more pronounced its effect becomes on the arm twist. Looking into it further it seems the follow joint doesn't rotate properly along with any other transforms-despite the parent constraint-and this is with rotations checked. If you rotate the root 180 so does the joint... :( Update: I can't get the upper leg twist to work either, in fact it's kind of unusable because the follow joint doesn't rotate properly which causes flipping whenever the root is animated. Theis tutorial series is great so far, but this part just doesn't feel tested at all.
@matthewleishman2769
@matthewleishman2769 Жыл бұрын
I'm running into the same issue. Try rotating the whole character forward, as though they are doing a somersault forward in the air. The upperarm aim locator isn't rotating with the body in a "parented" type of relationship, because it is parented to the first "follow" joint, and that first follow joint's rotations aren't following with the body's rotation because of the ikHandle that is driving it (turn on the local rotation axis for the first follow joint - you'll see it). It will positionally follow along with the character as it moves through space due to the parent constraint attaching it to the high spine joint, but rotationally it is driven by the ikHandle that is parented to the elbow joint. I haven't figured out how to solve it yet, but it seems like an appropriately created pole vector constraint would allow for that first follow joint to rotate when the rest of the character rotates ... I just haven't figured out yet how to properly create that pole vector constraint. Any thoughts Ant?
@JamesVilela-Slater
@JamesVilela-Slater 8 ай бұрын
@@matthewleishman2769 I've come up with a simple solution to support root control rotation. Do this for each limb of the follow joints. An example is the arm...Create an empty group node & match-transform it the upperarm_rig_joint. Parent it to the limb group folder where the ik, fk and follow joints are. Parent constrain the empty grp to the upperarm_rig_jnt so it always follows the rig joint. Parent the follow joint to the empty grp. Now the follow joints move with the upperarm's rotation and therefore respects the root controls rotation. It's worked perfectly for me now, hope it works for you :)
@soup2920
@soup2920 Жыл бұрын
I think I missed something, at what point was the cog joint bound to the model? Currently for me it's still floating in world space uncontrolled (while everything else works), which means the leg follow joints don't actually follow any transformations/rotations.
@JamesVilela-Slater
@JamesVilela-Slater Жыл бұрын
It seems, he did that part in this part in this video(vid 15) without showing it. All you need to do is select cog_ctrl > select cog_joint > parentconstraint(maintainoffset=True). now when you use parentconstraint with thigh follow jnt and cog, it works properly.
@notusingmyname4791
@notusingmyname4791 Жыл бұрын
yeah but how much twisting can you get till it flips?
@ZhuolunChen
@ZhuolunChen Жыл бұрын
I can't snap my ik handle to the elbow just like you did in 7:21, it maintains the same position with the follow tip. Could you please tell me how to fix it.
@xicyxchaosx
@xicyxchaosx 5 ай бұрын
This is very very late, but if anyone thinks they have the same issue, just zero out the xforms on the ikHandle and it should move to the elbow.
@vimalrajravichandran4422
@vimalrajravichandran4422 3 жыл бұрын
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