![]() Quite a few people remarked on Zora’s character design, in particular her hair, when they saw our announcement trailer. Zora is one of the two main characters in our second game, In the Valley of Gods. I dont have time to mess around with any of this right now, got other finals to worry about, but during winter break id definitely like to try to perfect his rig any riggers on tumblr know if there’s any way for me to temporarily unparent the IKs from the curves so that the wrist can be manipulated again? Wait oh my god you know what fucking… if i just put an IK/FK control switch on the tiny johnny rig i bet it would solve so many fucking problems because using IK handles keeps his paws firmly cemented in place on the ground even as i move the rest of his body, for when he’s using them like feet, but when he’s using them like hands the wrists do WEIRD things the closer i pull them in and you just can’t manipulate his wrists at all but if i switched to FK control whenever he’s using them as hands it would probably solve everything…Įxcept that all the IKs on each paw (the IK setup is from shoulder to wrist, then wrist to the first joint in each finger) are parented to a NURBS curve (in order to keep the wrist in place) and i don’t know if perhaps there’s any way to toggle the curve on and off or anything. rigging rigging tutorial maya tutorial elbows This can be a limitation if you want to cheat with the camera, but we never really had problems. For Bäckanäcken I was very adamant about getting the character to the correct scale from the get-go, meaning Fabian here is 195 cm tall in Maya as he would be in real life and I always keep my pipelines to scale. A more real limitation, if a vertex is weighed to more than two joints, the rotation gets funny if the joint is scaled - so if your production required you to scale your whole character, this is out. Step 3 Use the weight blending to sculpt the joint deformation.ĭual Quaternian skinweights have a great ability to retain volume, especially along limb twists, but why do we not use this bind method more often? Sometimes you will find these weights to be too extreme and bulgy, but may be excellent on a low poly character. Step 1 model your character with some bend already in them (this is the only part that doesn’t really translate to doing this for knees) The different types referred to here is the bind method on the Maya skincluster, which can be changed at any point. autodesk maya rigging skinning tutorial mayaderpsĭid it ever bother you with all those bendy straw elbows in 3D animation? Well, here’s a cure, especially for those of you who, like me, hate blendshapes. It will also fail if the old mesh has problematic transforms or history. It will fall short if the mesh changes are significant as it does not have any differing options for projecting the weights. There’s another function, called Substitute Geometry which will attempt to replace the geometry in the skincluster, however it is not as powerful as this method. Your new mesh has now inherited all your hard work skinning from the old version, so go ahead and delete it. Having said that, since my new mesh has 4x the vertices, the overall skinning can certainly be improved.) (I only had to fix a few flying verts in the mouth. If the two meshes share their UVs you can make the cleanest getaway, however the other options are usually really good if the meshes overlap as much as shown. Maya geometry x painting weights skin#Select the old mesh, next the new, hit Skin > Copy Skin Weights (option box). Skin the new/fixed mesh to the same joints with the same settings for max weights and skinning method that you originally bound with - but don’t bother painting any weights. Have a set for the relevant skinning joints to make it easier to pick them (you may have to do this often, after all). How do you make a clean getaway?ĭuplicate your model, fix what needs to be fixed, delete history, freeze transformations and now follow along. You’re rigging, happily painting those skin weights, when you notice something in your model that really needs to be fixed. ![]()
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