Built By Colossus
Built By Colossus
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Working On Animation Projects ~ Chill Lofi Mix
Hey everyone!
Here's a lofi mix for those of you hard at work on personal projects. I personally listen to these all the time, so wanted to share with you what helps keep me focused.
Check out our animation rigs: builtbycolossus.com/store
มุมมอง: 627

วีดีโอ

[BUILT BY COLOSSUS] MAYA RIG WALKTHROUGH: ROBO GIRL
มุมมอง 1.9Kปีที่แล้ว
Hey friends! A quick rundown of the new Built By Colossus Maya rig (Robo Girl) and the features it comes with. Happy animating! ROBO GIRL RIG: builtbycolossus.com/robogirl Instagram - builtbycolossus Facebook - builtbycolossus
HOW TO RIG NON SPHERICAL EYES IN MAYA
มุมมอง 14K2 ปีที่แล้ว
No longer do you have to limit yourself to rigging only spherical eyes! Hope you find this tutorial useful :) My Maya rigs: www.builtbycolossus.com/store/ Need help with rigging? Reach out! roman.builtbycolossus@gmail.com Hope you enjoy and welcome to the community!
[BUILT BY COLOSSUS] UE5 RIG WALKTHROUGH: LIZ
มุมมอง 5952 ปีที่แล้ว
We've release our beloved Liz rig for Unreal Engine 5!! Same character, now able to be animated directly inside Unreal Engine 5/ Happy animating! RIG: builtbycolossus.com/liz_ue5 Instagram - builtbycolossus Facebook - builtbycolossus
HOW TO RIG WATER EASILY
มุมมอง 2.9K2 ปีที่แล้ว
Ever wondered if there was a simple solution for rigging water without having to make a million joints, deformers doing small things and tones of math? You're welcome! My Maya rigs: www.builtbycolossus.com/store/ Need help with rigging? Reach out! roman.builtbycolossus@gmail.com Hope you enjoy and welcome to the community!
[BUILT BY COLOSSUS] MAYA RIG WALKTHROUGH: HARLOW
มุมมอง 1.6K3 ปีที่แล้ว
Hey friends! A quick rundown of the new Built By Colossus Maya rig (Harlow) and the features it comes with. Happy animating! HARLOWRIG: www.builtbycolossus.com/harlow Instagram - builtbycolossus Facebook - builtbycolossus
HOW I SKIN EYELIDS IN LESS THAN A MINUTE
มุมมอง 3K4 ปีที่แล้ว
Hey friends! I'm back to share with you another hot skinning tip! If you need something rigged, message me here: builtbycolossus.com/services My Maya rigs: www.builtbycolossus.com/store/ Hope you enjoy and welcome to the community!
MAKING YOUR 3D CHARACTER RIG READY (PART 1)
มุมมอง 2.5K4 ปีที่แล้ว
Hey friends! Here's a quick overview of what I look for in terms of topology before I start rigging a face rig. PART 2 COMING! Useful reference link: wiki.polycount.com/wiki/FaceTopology My Maya rigs: www.builtbycolossus.com/store/ Hope you enjoy and welcome to the community!
SKINNING IN MAYA IS EASY! (my simple process)
มุมมอง 86K4 ปีที่แล้ว
Hey friends! Here's my process for skinning pretty much any character in Maya, using the free plugin ngSkinTools. Ngskintools: www.ngskintools.com/ My Maya rigs: www.builtbycolossus.com/store/ Hope you enjoy and welcome to the community!
[BUILT BY COLOSSUS] FREE MAYA RIG WALKTHROUGH: NINJA
มุมมอง 12K4 ปีที่แล้ว
Hey friends! A quick rundown of our free Maya rig (Ninja) and the features it comes with. Happy animating! NINJA RIG: www.builtbycolossus.com/ninja Instagram - builtbycolossus Facebook - builtbycolossus
[BUILT BY COLOSSUS] APPLYING TEXTURES TO MAYA RIG LIZ
มุมมอง 1.6K4 ปีที่แล้ว
A quick demonstration on how to apply your downloaded textures to the Liz rig. :) Happy animating! Instagram - builtbycolossus Facebook - builtbycolossus
[BUILT BY COLOSSUS] MAYA RIG WALKTHROUGH: LIZ
มุมมอง 3K4 ปีที่แล้ว
Hey friends! A quick rundown of the new Built By Colossus Maya rig (Liz) and the features it comes with. Happy animating! LIZ RIG: www.builtbycolossus.com/liz Instagram - builtbycolossus Facebook - builtbycolossus

ความคิดเห็น

  • @ashleyleung3083
    @ashleyleung3083 3 หลายเดือนก่อน

    Hey there! Thank you for this incredibly eye-opening video! Just to clarify, do you block out the whole character (every joint) on the same BLOCKING layer? And then relax every thing on the same RELAX layer? The NGSkinTools official full-character-skinning tutorial separates the torso, limbs, etc. each into their own layer. As a complete beginner i'm very confused by its method LOL - i think I'll start from scratch over again and do your method! :)

  • @slMuffinn_art
    @slMuffinn_art 4 หลายเดือนก่อน

    I've avoided weight painting for so long but your technique of blocking in the joints looks so effortless and fun, I want to try again. Do you think it's feasible to get similar results with Maya's default tools? Thank you for the tutorial!

    • @builtbycolossus
      @builtbycolossus 4 หลายเดือนก่อน

      Hi! I'm glad you like the process, not many people call skinning fun! One of the main reasons I use NG is for the relax tool, which is not available in Maya's default tools. You have "smooth", but that is only on a joint to joint basis. What's great about relax is that it factors in ALL influences on surrounding vertices and gives you an average across all joint influences. It's just easier in my opinion

  • @Adieusss
    @Adieusss 4 หลายเดือนก่อน

    Okay, now show me how he raises his hands up.

  • @mimmislifestyle1228
    @mimmislifestyle1228 5 หลายเดือนก่อน

    can you give this rig?

    • @builtbycolossus
      @builtbycolossus 5 หลายเดือนก่อน

      You can purchase it here! builtbycolossus.com/harlow

  • @MrANavarra75
    @MrANavarra75 6 หลายเดือนก่อน

    Hi it's really fun method! Thank you very much. Just a question ...in the latest version of NG they have changed a bit the UI. Theresn't anymore relax tool: so what do you use?

    • @builtbycolossus
      @builtbycolossus 6 หลายเดือนก่อน

      You're welcome! Under the "set weights" tab, use the option "smooth". Works just about the same :)

  • @giuliar2539
    @giuliar2539 7 หลายเดือนก่อน

    How long does it usually take you to rig a full character?

  • @petitcoke
    @petitcoke 7 หลายเดือนก่อน

    Can I use this in Blender?

    • @builtbycolossus
      @builtbycolossus 7 หลายเดือนก่อน

      No sorry...

    • @petitcoke
      @petitcoke 7 หลายเดือนก่อน

      @@builtbycolossus No worries it still looks awesome brother!

  • @LOVER_LINK
    @LOVER_LINK 7 หลายเดือนก่อน

    can this be exported to unreal?

    • @builtbycolossus
      @builtbycolossus 7 หลายเดือนก่อน

      Sadly no... Ninja doesn't use a single joint chain. You'd have to export the alembic animation from Maya and import into Unreal.

  • @munkhbold8308
    @munkhbold8308 8 หลายเดือนก่อน

    T hanks

  • @No_Plastic
    @No_Plastic 8 หลายเดือนก่อน

    Hi, thanks for the video. Is there a way to copy weights to multiple characters at once? Thank you

  • @shadowmurlock282
    @shadowmurlock282 9 หลายเดือนก่อน

    THIS PROCESS NO LONGER WORKS WITH NGSKIN V.2!!! alright everyone pack your bags its time to go home

    • @builtbycolossus
      @builtbycolossus 9 หลายเดือนก่อน

      😂 We still have something very similar. Under the set weights tab, there is a "smooth" button. Which will do pretty much the same thing as "relax".

    • @shadowmurlock282
      @shadowmurlock282 9 หลายเดือนก่อน

      You can't select verts, the layers tool is ass, the ngstool youtube channel doesn't help anything. This tool has caused me more trouble than good

    • @Veritanky
      @Veritanky 8 หลายเดือนก่อน

      @shadowmurlock282 @builtbycolossus used on maya 2016 with NGskintools 2 . 4 - it still works, you just need to leave ngtool, click in outliner on model, go to select mode, select verts and go back to painting. Great tutorial thanks

  • @fxanXnan1Xn1
    @fxanXnan1Xn1 10 หลายเดือนก่อน

    I applied this method to Spyro's eyes 17 years ago. It's a very traditional way. 😊

    • @builtbycolossus
      @builtbycolossus 10 หลายเดือนก่อน

      Wow! Spyro. Respect!

  • @Helpey
    @Helpey 10 หลายเดือนก่อน

    Hi, is there any Ik/Fk snapping tools for this rig ?

  • @renofunkys
    @renofunkys 10 หลายเดือนก่อน

    Nice tutorial~ not complex method! But I got different result at 2:40. When I rotate eyeball_Jnt, I don't know why the eyeball shap can't fixed at non spheriacl, it will change the shape. I use MAYA 2024

    • @builtbycolossus
      @builtbycolossus 10 หลายเดือนก่อน

      Hi! Glad you liked the tutorial. Make sure you're scaling the rig with the offset group, not the joint itself That being said, I havent tried on Maya 2024!

  • @TynanCreations
    @TynanCreations 10 หลายเดือนก่อน

    Nice tutorial! Especially like the pupil scaling control. I think the reason riggers resort to a lattice deformer for this instead of just grouping the joint is because the eye joint is going to be a child of the head joint. If you stick a group node between the head joint and eye joint. . scaling that group won't do anything.

    • @builtbycolossus
      @builtbycolossus 10 หลายเดือนก่อน

      Interesting! I can't test right now, but It should still work, but you'd probably need another offset group to be able to first zero out the initial group. So joint -> offset_group (hold offset transform values) -> group (the group you'd scale) -> joint

    • @builtbycolossus
      @builtbycolossus 10 หลายเดือนก่อน

      If you're using just joints, try turning off "segment scale compensate" in the attribute editor for child joints

    • @TynanCreations
      @TynanCreations 10 หลายเดือนก่อน

      @@builtbycolossus Turns out the issue was because I was parenting the eye rig to joints with all sorts of matrix and custom nodes attached to them (mGear rig). Solved the issue by just building the eye rig separately, including the eye joint. ... and just attaching it as a child to the existing rig eye joint.

    • @builtbycolossus
      @builtbycolossus 10 หลายเดือนก่อน

      @@TynanCreationsNice!

  • @TopsonNoble
    @TopsonNoble 10 หลายเดือนก่อน

    Exactly how I approach skin weighting... Though I use the smooth weight tool instead of relax, perhaps, I'll try out the relax method too

  • @rayanxfit
    @rayanxfit 11 หลายเดือนก่อน

    hey! how can i export the fbx of this rig? there are no bones

    • @builtbycolossus
      @builtbycolossus 11 หลายเดือนก่อน

      Hi! Unfortunately no, Ninja's skeletal hierarchy is not FBX friendly. You will need to export as an alembic cache if you want him in game engines

  • @bfoxGuile
    @bfoxGuile 11 หลายเดือนก่อน

    Heya so Ive been doing this method for about two weeks, i got it down for the most part but when moving it with the eye controls it stretches out the eyeball, i may have forgotten how to make the eye a solid figure without stretching?

  • @puggybooth
    @puggybooth ปีที่แล้ว

    Just wow.

  • @gracej5174
    @gracej5174 ปีที่แล้ว

    This helped so much!!!!

  • @TheLegoMaxter
    @TheLegoMaxter ปีที่แล้ว

    I really don't get it. The Highres Mesh has only 1 UV tile but the Proxy Mesh has 2 UV tiles. So I can use the highres textures for the Proxy mesh but NOT for the Highres mesh. What am I missing? Did I download something wrong???

  • @HistoryVideoGamesMiscStuff
    @HistoryVideoGamesMiscStuff ปีที่แล้ว

    I recommend for people who are used to Maya's default skinning to change the Influences display. In ngskintools 2.0 it's under Paint>Display settings > Influences display, and switch to Current influence, colored/grayscale. I began liking ngSkintools so much more after discovering that, where before all I'd ever use it for is smoothing skin weights.

  • @puccarts
    @puccarts ปีที่แล้ว

    Hi, I was wondering if this rig is game-ready? Exportable to Unreal Engine by any chance?

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hey there! In terms of a single joint hierarchy and mesh, no currently not. You can export an alembic from Maya to Unreal, however. We only currently have 1 UE5 compatible rig and that is Liz, who is rigged inside UE5 using the Control Rig system.

  • @Powerofpixel01
    @Powerofpixel01 ปีที่แล้ว

    I am very happy that you reply in the comment I want to ask you a question if you can RIG the meta human cloth and make a tutorial and upload it I will be very grateful if you Do it like this because I've been trying for a long time to make a good cloth rig but I can't make a good cloth rig. Can you plz do it and make the video in easy and straight forward .. while i am using ng skin tool and advance Skelton for skin weighting checker

  • @Powerofpixel01
    @Powerofpixel01 ปีที่แล้ว

    I am very happy that you reply in the comment I want to ask you a question if you can RIG the meta human cloth and make a tutorial and upload it I will be very grateful if you Do it like this because I've been trying for a long time to make a good cloth rig but I can't make a good cloth rig.

  • @PierreAlexandreDucos
    @PierreAlexandreDucos ปีที่แล้ว

    Hi! How did you marquee-select the vertices for your arm? When I try to select the vertices for my mesh, Maya prioritizes the armature for selection, highlighting my rig and ultimately ignoring my component selection. Pressing "CTRL+SHIFT" to toggle the "add to selection" function for Marquee selection yields no improvements. Maya somehow prioritizes the Armature, even while operating in Component Selection mode! If you did nothing in particular to select your vertices, I will assume it is another Maya bug, and move on by selecting via "SHIFT + > and <" hotkeys. Thank you!

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hi! I make sure to turn off joint selection when I use marquee select for verts. Top left of screen selected in blue.

  • @NightShadowReal
    @NightShadowReal ปีที่แล้ว

    if i understand correctly, this doesn't work with non-cylindrical shaped liquid, correct?

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Correct, as is. The workaround would be to make a purely cylindrical geo and lattice that. That geo would then get blendshaped into the final geo that is deformed to the correct shape.

    • @NightShadowReal
      @NightShadowReal ปีที่แล้ว

      @@builtbycolossus makes perfect sense! thank you

  • @kordaling
    @kordaling ปีที่แล้ว

    Coming from 3dsmax and Blender, seems like Maya don't want us to rig by selecting only vertices. I was hoping NG would give me the option. But even in this video, you might not notice but everytime you're done selecting your vertices, you press PAINT-FLOOD wich turns off the "select vertex mode", then you have to turn back 'select vertex' every, single, time. I wish they add a proper "vertex selection mode" that stops switching back automatically to "paint mode".

    • @watnou346
      @watnou346 11 หลายเดือนก่อน

      This? th-cam.com/video/TACB6bX8SN0/w-d-xo.htmlsi=KPYWhSCqnEujhRnj

    • @fernandocolombo6056
      @fernandocolombo6056 2 หลายเดือนก่อน

      man I couldn't agree more, coming from 3dsmax to maya this was and still is a pain

  • @ucphamhuynh6020
    @ucphamhuynh6020 ปีที่แล้ว

    This helped me a lot, thank you for sharing 🔥🔥🔥

  • @Felix-os5hf
    @Felix-os5hf ปีที่แล้ว

    I can't find 'relax' on the current version. :(

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hi! Under the "Set Weights" tab, and mode is called "Smooth". I've found 2.0 onwards to be a bit buggy using this method, but see how you go!

    • @Felix-os5hf
      @Felix-os5hf ปีที่แล้ว

      @@builtbycolossus thank you

    • @Felix-os5hf
      @Felix-os5hf ปีที่แล้ว

      @@builtbycolossus I have another question, do you know how I can weight multiple objects at once, I have hair cards but currently I have to do each one individually :/

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      @@Felix-os5hf I'd create a new mesh that covers the space of all the cards and skin that. Then using a script, copy the skincluster from that main mesh onto all the hair cards. This script should be fine: lesterbanks.com/2015/09/scripting-a-copy-skin-weights-tool-with-python/

    • @Felix-os5hf
      @Felix-os5hf ปีที่แล้ว

      @@builtbycolossus Thanks dude ill check this out

  • @Felix-os5hf
    @Felix-os5hf ปีที่แล้ว

    How did you select all the points through the mesh like at 1:20? When I do that it only selects ones I can see, and yes I have both camera based selection turned off. Getting suicidal urges

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      You might need to turn off "Camera-based selection" under common selection options, in the tools tab (hammer icon, top right of screen)

  • @anthonysalgado9420
    @anthonysalgado9420 ปีที่แล้ว

    wow, in less of 5 min, he did a job that to would took me 1 day and better

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 ปีที่แล้ว

    Hey! Do you do rigging & skinning work ?

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hi! Yes on occasion. Feel free to shoot us an email here: builtbycolossus.com/contact

  • @fernandomejia4772
    @fernandomejia4772 ปีที่แล้ว

    Hey, I bought this rig about a month ago and I was wondering whether there are any textures besides the body textures. I was planning in rendering my animation.

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hey Fernando! Unfortunately, the rig only contains body textures. Adding textures to the robotic arm led to the rig being too slow to use...

    • @fernandomejia4772
      @fernandomejia4772 ปีที่แล้ว

      @@builtbycolossus would you be able to send me the textures in a separate folder?

    • @fernandomejia4772
      @fernandomejia4772 ปีที่แล้ว

      @@builtbycolossus don’t worry about it I’ll use other textures

  • @jayeshpal8170
    @jayeshpal8170 ปีที่แล้ว

    Please make a brief tutorial on how to use ngskintool

  • @vac9781
    @vac9781 ปีที่แล้ว

    i am new , i really hope u explain how u open that skin cluster setting . i think this is nice video

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hi Vac! Yep, there's a couple of ways. Once the mesh is skinned to some joints, you can right click on the mesh -> paint -> skincluster Or you can select the skinned mesh and click on hammer/dots symbol at the top right of your Maya screen

  • @Herbsttypen
    @Herbsttypen ปีที่แล้ว

    it seems like the relax feature is missing? or am i missing something?

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      In NgSkinTools 2.0 onwards, it's been moved to the set weights tab and called "Smooth". (I still prefer relax - it's different to how Maya smooths influences)

  • @stevens.5700
    @stevens.5700 ปีที่แล้ว

    This tutorial was really helpful! I was wondering how to copy the eye that we make, as I am unable to duplicate it or copy and paste it?

  • @나나-o8d
    @나나-o8d ปีที่แล้ว

    this is good!👍👍👍

  • @10Exia25
    @10Exia25 ปีที่แล้ว

    Is this applicable for games ?

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hi! At least for Unreal, I couldn't maintain the effect when exporting a single joint hierarchy (turned off the segmentScaleCompensate attribute on the skinned joint) Maybe someone else would know better.

    • @mattrigger
      @mattrigger 7 หลายเดือนก่อน

      @@builtbycolossus Swimming through the parent space like this requires shear, Unreal does not support shear in its bone matrices. Unity does though.

  • @fefecalo5150
    @fefecalo5150 ปีที่แล้ว

    Thank you for this! im so excited to dabble into mocap with this rig!

  • @gracciliano
    @gracciliano ปีที่แล้ว

    Amazing

  • @spookimoo
    @spookimoo ปีที่แล้ว

    do you have a good way of skinning the neck? no matter what I do, it always moves so wrong xd

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      I'm currently making a course going over skinning different parts of the body, but for the neck I do the same as the torso. Flood from the base of the nack up, then keep deselecting and flooding at each neck joint. Final joint should be the head joint and should flood to just below the jaw and ear.

  • @mexicanburrito2979
    @mexicanburrito2979 ปีที่แล้ว

    super cool rig! does the hydraulics for the arm extension have bend deformers or does it just go straight out?

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Thanks! No bend deformers currently. Just goes straight out. Good idea though

  • @MultiNathan29
    @MultiNathan29 ปีที่แล้ว

    quick question: whenever I try flooding the entire mesh's influence to the root joint, it unbinds the mesh from all my other joints. Why is that happening?

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Your influences are all still there, it's just being overidden by NG's layering system. You can treat your first layer like a layer in photoshop. Right click it inside NG to toggle off the root joint influence.

    • @MultiNathan29
      @MultiNathan29 ปีที่แล้ว

      Ooooh ok yea that makes sense I just downloaded it so I'm figuring this out still lol. Thanks

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      @@MultiNathan29 No worries!

  • @eklee9840
    @eklee9840 ปีที่แล้ว

    this model is best of i see I'm very lucky to be able to use a great model for free thanks

  • @bencrestani
    @bencrestani ปีที่แล้ว

    Love it. So chill 😎

  • @onurgunduz2428
    @onurgunduz2428 ปีที่แล้ว

    super thanks bro

  • @sterinon
    @sterinon ปีที่แล้ว

    can this rig used with game engine like Unreal Engine 5 as this would really bring the real potential of this character from gameplay perspective

    • @builtbycolossus
      @builtbycolossus ปีที่แล้ว

      Hey! You can definitely export the alembic meshes/animations and bring them into Unreal. But since the face rig is a mixture of deformers, not just skinclusters, you can't currently export a single joint hierarchy FBX. I'm hoping to allow for just skinclusters in the future!

  • @Alxumuk3D
    @Alxumuk3D 2 ปีที่แล้ว

    Nice model and rig.