At 16:59, it is possible to copy weights from the skin cage without overwriting the entire mesh. Just select the vertices you want to affect from your character and press the copy weights button.
Thanks so much for the feedback, it really helps me keep motivated. If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Hi Anna, I run a busy small animation studio, and I only get to make these tutorials in my spare time, which I really hope changes in the future as I love building this community, I have a few other videos planned first. Thanks for watching. - You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
This helps a lot, thanks! I got a job where I will have to rig a lot of characters and I was stressing over it cause rigging is not my best skill. But this trick and advanced skeleton in general, will really help!
Thanks for the feedback it helps keep me going! - - You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Thanks so much for the feedback it really helps me!, and apologies for the late reply. I also have a blog with free articles I'm building at animatorartistlife.com
(this morning) "How the hell am I gonna make this rig for my company? I haven't made a Maya rig in 15 years, I'm gonna wash out." (this afternoon after three AAL videos:) "I know kung fu." 😳
Awesome comment, thanks so much! Im glad my lessons have helped. You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Thanks so much, Im glad it was helpful. If you want to get this Maya file you can join my patreon here: patreon.com/animatorartistlife 🙂 Its new and once we reach 25 members Ill start a private discord where you can get personal feedback on your work
Welcome! Thanks for commenting, You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
This showed up after ive mostly skinned my character. I felt there had to be a way to do this on an already/ almost-finished skinned character and... Its a bit fiddly but if you select the vertacies on the joints of the model you are skinning that will have these sliders. Then the copy weights of the SkinCage. If successful, it should copy only to the polygons you highlighted They will need the weight painting to be edited on these joints of course, but it saves you from re-painting the whole body. I will proceed to weight paint the updated areas and see how it comes out.
Hi, you can just create the slider joints, and instead of copying weights from the skin cage, just select all the new joints, then your mesh, and go rigging menu > skin > >Edit influence >Add influence. This will only skin and add the new slider joints. You may have to paint the weights a bit more. Let me know if this helps 🙂
Hey apologies for the late reply, not this is not the same as corrective shapes. These are actual joints. There is an option in advanced skeleton to convert to corrective shapes if you need it lighter for a game engine for example 🙂
You could, but not normally as game rigs need to be as optimised as possible. But you certainly could use one slider joint. Or you can convert the deformations to automatic blendshapes, so when the arm bends it uses the blendshape. Advanced Skeleton has a function to convert them already 😉
@@AnimatorArtistLife Thanks a lot for reply. Its great if you create a video for create a game engine rig using advance skeleton or Tips for use advance skeleton for game engines.
Thanks for tutorial, but have collided with some issue, on copy weights arms of my character (mesh itselft) just pop up for no reason, transformations and pose is good to go and everythings seems fine, just bind pose seems to be changed somehow.
@@AnimatorArtistLife hello, there was trasforms on my bones, when i reset it everything stays on place. The thing is that is it possible to project this deformations from slide bones and not to replace the original skeleton
@@Barbarion_ HI, You should paint the skin weights of your other joints before adding slider joints ideally... but then after just continue manually painting weights. If you copy weights from the skin cage if you used one will overwrite all the skinning you have, so the skin cage is something to use at the start once only,
Is there any reason there are over 2 joints in one arm skeleton? What I know is that there is no necessary need over 2 joints in one part of skeleton like fore arm or thigh, upperarm etc but in this video I see many joints are inserted in one skeleton. Why is that?
Hi, apologies for the late reply. The extra joints are twist and stretch. You need multiple joints in the forearm especially, so when the wrist rotates you get a smooth transition from the elbow. In real life we have two long bones that go from the wrist to the elbow to create that same twisting. Other extra joints like in the legs etc are for stretchy joints. You need them when you turn on stretchy IK etc. I hope this helps. If you want to support the channel I've started a Patreon page where you will get most of the files from my lessons, and when we reach 25 members I'll open a discord channel for personal feedback on your work. patreon.com/animatorartistlife thanks 😊
Thanks, I'm glad it was useful. I hope to see you in the Patreon community 😊 patreon.com/animatorartistlife where you can get access to my project files, client project videos, and access to my new character animation rigs I'm building for all supporters!. Also Don't forget to join the discord group: discord.gg/g6REvhbWGP 🙂
I'm having trouble exporting a character with a skincage, the skincage shows up as an actual mesh in the 3D viewer and turns into a tangled mess is that a common issue when it comes to Skincages and why people don't use them that much?
Hi, where are you exporting the character to? The skin cage is just temporary way of copying weights to your skin. If exporting to a game engine or other app, you would use the function "remove skin cage" once your character is complete you don't need it, save as as different file name, its like publishing the character ready to use
@@AnimatorArtistLife Have a nice day and sorry for the inconvenience, could you ask what I could use for this problem if I want a rig without jelly in unreal?
hey Im glad it was useful. Not this does not replace it, this gives you more control in fact you can use bot together, like adding a corrective control to animate a bicep on top.... but there is an option built into to Advanced Skeleton to convert sliders joints to corrective shapes
hey Im glad it was useful. Not this does not replace it, this gives you more control in fact you can use bot together, like adding a corrective control to animate a bicep on top.... but there is an option built into to Advanced Skeleton to convert sliders joints to corrective shapes
At 16:59, it is possible to copy weights from the skin cage without overwriting the entire mesh. Just select the vertices you want to affect from your character and press the copy weights button.
I haven't tried that yet thank you!
Thank you... I dreaded rigging because of the collapsing joints without any aid. This is very helpful.
Thanks so much for the feedback, it really helps me keep motivated. If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Still waiting for the promised sequel) Thanks!
Hi Anna, I run a busy small animation studio, and I only get to make these tutorials in my spare time, which I really hope changes in the future as I love building this community, I have a few other videos planned first. Thanks for watching. - You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
This helps a lot, thanks! I got a job where I will have to rig a lot of characters and I was stressing over it cause rigging is not my best skill. But this trick and advanced skeleton in general, will really help!
Thanks for the feedback it helps keep me going! - - You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
How cool your channel is, after effect and maya tutorial
Thank you for sharing
Thanks so much for the feedback it really helps me!, and apologies for the late reply. I also have a blog with free articles I'm building at animatorartistlife.com
gotta remember this when i get back to rigging
They are really useful, thanks for watching 🙂
excellent video!
Thanks! I now have a discord community channel just launched if you want to join: discord.gg/g6REvhbWGP 🙂
(this morning) "How the hell am I gonna make this rig for my company? I haven't made a Maya rig in 15 years, I'm gonna wash out." (this afternoon after three AAL videos:) "I know kung fu." 😳
Awesome comment, thanks so much! Im glad my lessons have helped. You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Amazing and interesting! Thanks !
Thanks so much, Im glad it was helpful. If you want to get this Maya file you can join my patreon here: patreon.com/animatorartistlife 🙂 Its new and once we reach 25 members Ill start a private discord where you can get personal feedback on your work
Great! Thanks!
Welcome! Thanks for commenting, You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
This is really cool , Thanks alot. Quick question is if this replaces the corrective control setup
HUge apologies that your message was missed a long time ago!... no this doesn't replace corrective shapes.. you can have both, thanks
depending on the application, using the RBF solver tools for maya can also be a solution
Thanks for your input. I haven't used RBF solvers yet. As this is built into Advanced Skeleton, its very quick and simple to set up. 🙂
This showed up after ive mostly skinned my character. I felt there had to be a way to do this on an already/ almost-finished skinned character and...
Its a bit fiddly but if you select the vertacies on the joints of the model you are skinning that will have these sliders. Then the copy weights of the SkinCage. If successful, it should copy only to the polygons you highlighted
They will need the weight painting to be edited on these joints of course, but it saves you from re-painting the whole body.
I will proceed to weight paint the updated areas and see how it comes out.
Hi, you can just create the slider joints, and instead of copying weights from the skin cage, just select all the new joints, then your mesh, and go rigging menu > skin > >Edit influence >Add influence. This will only skin and add the new slider joints. You may have to paint the weights a bit more. Let me know if this helps 🙂
is this the same as correctiveshape?
Hey apologies for the late reply, not this is not the same as corrective shapes. These are actual joints. There is an option in advanced skeleton to convert to corrective shapes if you need it lighter for a game engine for example 🙂
can you press "+" button on the keyboard to make the maipulator bigger?
Yes you can :)
Thanks for this video.
can we use this slider joints setup for game engines???
You could, but not normally as game rigs need to be as optimised as possible. But you certainly could use one slider joint. Or you can convert the deformations to automatic blendshapes, so when the arm bends it uses the blendshape. Advanced Skeleton has a function to convert them already 😉
@@AnimatorArtistLife Thanks a lot for reply. Its great if you create a video for create a game engine rig using advance skeleton or Tips for use advance skeleton for game engines.
hello ! some tips about dor folding riging
Hey,... do you mean doors? like bifolding doors?
Thanks for tutorial, but have collided with some issue, on copy weights arms of my character (mesh itselft) just pop up for no reason, transformations and pose is good to go and everythings seems fine, just bind pose seems to be changed somehow.
Hey, sorry Im not quite sure what you mean by "just pop up" you need to make sure you are in the default build pose to copy weights
@@AnimatorArtistLife hello, there was trasforms on my bones, when i reset it everything stays on place. The thing is that is it possible to project this deformations from slide bones and not to replace the original skeleton
@@Barbarion_ HI, You should paint the skin weights of your other joints before adding slider joints ideally... but then after just continue manually painting weights. If you copy weights from the skin cage if you used one will overwrite all the skinning you have, so the skin cage is something to use at the start once only,
@@AnimatorArtistLife thank you, but it overwrite also a skeleton from another to advanced skeleton that exist with slide bones.
Is there any reason there are over 2 joints in one arm skeleton? What I know is that there is no necessary need over 2 joints in one part of skeleton like fore arm or thigh, upperarm etc but in this video I see many joints are inserted in one skeleton. Why is that?
Hi, apologies for the late reply. The extra joints are twist and stretch. You need multiple joints in the forearm especially, so when the wrist rotates you get a smooth transition from the elbow. In real life we have two long bones that go from the wrist to the elbow to create that same twisting.
Other extra joints like in the legs etc are for stretchy joints. You need them when you turn on stretchy IK etc. I hope this helps.
If you want to support the channel I've started a Patreon page where you will get most of the files from my lessons, and when we reach 25 members I'll open a discord channel for personal feedback on your work. patreon.com/animatorartistlife thanks 😊
@Animator Artist Life Thank you for kindness explanation!
Wow 😯
Thanks, I'm glad it was useful. I hope to see you in the Patreon community 😊 patreon.com/animatorartistlife where you can get access to my project files, client project videos, and access to my new character animation rigs I'm building for all supporters!.
Also Don't forget to join the discord group: discord.gg/g6REvhbWGP 🙂
I'm having trouble exporting a character with a skincage, the skincage shows up as an actual mesh in the 3D viewer and turns into a tangled mess
is that a common issue when it comes to Skincages and why people don't use them that much?
Hi, where are you exporting the character to? The skin cage is just temporary way of copying weights to your skin. If exporting to a game engine or other app, you would use the function "remove skin cage" once your character is complete you don't need it, save as as different file name, its like publishing the character ready to use
my slider joints are coming in wrong orientation any help with that ?
Huge apologies that your message was missed some time ago now., did you fix it?
如何在遊戲中使用這類骨骼
You can export the FBX as normal to Unreal, but for a game I probably wouldn't use slider joints, thanks
@@AnimatorArtistLife Have a nice day and sorry for the inconvenience, could you ask what I could use for this problem if I want a rig without jelly in unreal?
лайк поставлен, комментарий оставлен.
Thank you!
i dont think i'm exaggerating if i say this is a game changer
It's certainly useful! thanks for commenting. Have you joined my new Discord community of animators and artists? visit: discord.gg/g6REvhbWGP 🙂
This is really cool , Thanks alot. Quick question is if this replaces the corrective control setup
hey Im glad it was useful. Not this does not replace it, this gives you more control in fact you can use bot together, like adding a corrective control to animate a bicep on top.... but there is an option built into to Advanced Skeleton to convert sliders joints to corrective shapes
This is really cool , Thanks alot. Quick question is if this replaces the corrective control setup
hey Im glad it was useful. Not this does not replace it, this gives you more control in fact you can use bot together, like adding a corrective control to animate a bicep on top.... but there is an option built into to Advanced Skeleton to convert sliders joints to corrective shapes