#rigTip

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  • เผยแพร่เมื่อ 27 ม.ค. 2025

ความคิดเห็น • 20

  • @theunkownlot
    @theunkownlot ปีที่แล้ว

    I have always wondered how to do this but it's been hard to find something thats comprehensive/easy for a rookie. This was so so helpful, very well explained. Thank you!

  • @hamidthephysicist6376
    @hamidthephysicist6376 4 หลายเดือนก่อน

    Thank you man ! You are something else :)

  • @nomangarden
    @nomangarden 2 ปีที่แล้ว

    Thank you for making this tutorial.

  • @collinsangkyungseo495
    @collinsangkyungseo495 3 ปีที่แล้ว

    Thank you for sharing!! I really wanted to know about this! but I couldn't find like this on internet.

  • @user-tz2tg5zs1s
    @user-tz2tg5zs1s 2 ปีที่แล้ว

    助かります!
    参考にします!ありがとう!

  • @twosomesaga
    @twosomesaga 3 ปีที่แล้ว

    I think I used this very technique for a setup in the past.

  • @shalabology
    @shalabology 2 ปีที่แล้ว

    Gold..!

  • @haryjack3470
    @haryjack3470 3 ปีที่แล้ว

    Thank you for sharing , That is awesome . but when rotate control after 90 object don’t following control can u tell me how to solve this ???

    • @MarcoDAmbrosTDTutorial
      @MarcoDAmbrosTDTutorial  2 ปีที่แล้ว +1

      Hi, it's difficult to say without a scene or an example.
      I have to say with this tutorial I want to give a base idea how to work so it's a simplify version. for example I use a static vector (1,0,0 if I'm not wrong) when I do the cross product with the closest point normal and in this case you have to build around to switch the vector depends of the "situation"...
      it's difficult to tell you how to fix without a scene, but keep in mind this tutorial was made to give an idea about the system but for sure there is room of improvement.

    • @haryjack3470
      @haryjack3470 2 ปีที่แล้ว

      ​@@MarcoDAmbrosTDTutorial thanks so much for replay , Marco , I have just one problem when I want to rotate locater (Ctrl) X or Z after 90 degree snap to the mesh but for rotate Y so cool don’t have same problem , I hope clear hahaha

  • @Radkondarkner
    @Radkondarkner 2 ปีที่แล้ว

    Is there a plugin that does this for you?

    • @MarcoDAmbrosTDTutorial
      @MarcoDAmbrosTDTutorial  2 ปีที่แล้ว +1

      yes, I wrote a plugin back at the time that does that one (and more of course).
      this video was to explain the "logic" behind that plugin and show how to approach with maya nodes.

  • @AlexeiX1
    @AlexeiX1 2 ปีที่แล้ว

    So how can I apply this to an ankle like you were saying? I understand the locator has to be like the control we are using. But what would take the place of the geo. I cant use the character geo otherwise it translates the whole character. So what should I use, the joint? But if so how can I still keep control constrained to it?

    • @MarcoDAmbrosTDTutorial
      @MarcoDAmbrosTDTutorial  2 ปีที่แล้ว +2

      so locators in this example are just transform (can be controls, can be joints, can be locators, etc etc etc).
      the 2 transforms you need is one that move your system and one (you can even made more than one actually) that represent your collision point, so for example in a leg system your control will be the ankle but the collision point will be the heel.

  • @lucathyel
    @lucathyel 3 ปีที่แล้ว

    That is awesome, Marco! Thanks for explaining the process all the way.
    By the way, I'm an associate tech artist and I wanted to learn more about doing matrix math with Maya. Is there any specific resource you would recommend diving in?

    • @MarcoDAmbrosTDTutorial
      @MarcoDAmbrosTDTutorial  3 ปีที่แล้ว +4

      HI, thank you very much, this is a pretty old video from my vimeo channel, and I'm going to bring some of the old content (but always valid) here too, on similar topic.
      for old people like me, we learned on books like:
      3d math primer for graphics and game development
      Mathematics for computer graphics
      are generic but very useful.
      or if you want more recent resources, I can suggest two courses:
      chad vernon: www.cgcircuit.com/tutorial/applied-3d-math
      Robert Stratton: www.cgcircuit.com/tutorial/advanced-applied-maths-using-bifrost1
      enjoy
      and let me know how is goes

  • @InsanitySkateboard
    @InsanitySkateboard 3 ปีที่แล้ว

    there is no spoon.