#RiggingInMaya
ฝัง
- เผยแพร่เมื่อ 3 ส.ค. 2024
- Hello, welcome to a new series where I explore #rigging a #car using @Autodesk #Maya.
In the previous video we worked through various options for automating wheel rotation, so next I want to demonstrate one approach to simulating tyre pressure.
Now rather than using lattice deformers, which is the traditional approach, I thought I would try something different and use a joint based setup which gives us much more flexibility.
As an additional bonus I’ve also created a script which you can use to speed up the process and enhance your own rigs.
There's more information on this and how you can get it later in the video.
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This video is sponsored by @Autodesk
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00:00 Introduction
00:30 AU 2023 ⭐
02:02 Wheel Rig Setup
03:59 Stretch Network
07:26 Proximity Pin Node
11:12 Locator Position Blending
12:57 Check Floor Level
15:45 Tyre Squash & Spread
17:34 Full Wheel Rig
18:26 Possible Rig Issues
19:06 Update Wheel Rotation
19:38 Update Connected Attributes
19:54 Additional Controls
20:24 Bonus Script
23:10 Support Options
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Amazing work. Applications for this sort of setup are numerous. Thanks for sharing.
Thank you for making a good tutorial. I'd like to ask why you used the IK handle. If you're talking about my thoughts, I think it's better to get rid of the IK handle. Squash keeps changing shape, maybe because of the error in IK's poll vector. It works rather well when there's no IK handle. The important point is like pin proximity and interaction with OutterLoc.
Finally! I was waiting for this for so long! Thank you sir!
I'm looking forward to seeing your movie since it's such a lovely film, but I'm also learning from your TH-cam video.
Thank you so much for this Sir.
Interesting method , Ths for share
This is so amazing 😍
Nice work mate!
thank you for your sharing sir!!!
You're welcome!
finally after long wait
Cool!
Thank you
Thank you!!!!
Glad its useful for you :)
can u provide tutorial on suspension rig also plz.
your video help me a lot thank you for the tutorial
Working on it!
Great tutorial! I found adding the joints to a circular curve path and using clusters to deform the curve work much easier; It avoids using so many IK handles per tire and you don't get any flipping. Seen moving here: th-cam.com/video/A6IHhxZTeu8/w-d-xo.htmlsi=QG0RZVIobLM7BKCQ&t=17
Awesome!
Hi antcgi, thank you for making this tutorial but I am getting very confused how you did it as this is too fast for me to understand.
Incredible stuff..
Hi antcgi! thank you for this tutorial :) I was wondering, If I were to use this in Unreal Engine, will I need to set up this simulation inside of unreal ? Or, exporting the animation loop a the wheel is enough ? thank you so much for your answer sensei!!
Hello, how do you add a global controller that can scale to this rig setup?
Hey I was trying Stretch and squash on a personal character with similar legs like the creature when I make the connection between ik blend color node to bones they seem to lose their position and all the bones align straight, does anyone know why is this happening? tried searching online couldn't find an answer
Hi I am a student who's studying and practice maya software I am in modelling phase can you explain Hi, I am a student studying and practicing Maya software. I am currently in the modeling phase. Can you please explain how to model a car? I mean, what are the steps and requirements for creating a car model for perfect rigging and animation? 🙏 🙏🙏
Can you make a tutorial a spider rig when I move the spider, the legs move follow🥺🥺
It’s already a thing, at least using bifrost nodes
This is waaayyy too complicated for such a simple issue. All you need is a lattice on the contact surface that will give even better results with less performance penalty.
or..
attribute transfer mask
translate.y * mask
scale along normal *mask
done!
or.....
attribute transfer mask
translate.y * mask
scale along normal * mask
done!