#RiggingInMaya

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  • เผยแพร่เมื่อ 8 ก.ย. 2024
  • Welcome to video twelve in my #rigging in #Maya series.
    All that's left to do with this character is give him the ability to talk and show emotions, so in this video we will begin to build his #FaceRig.
    First off we will look at a joint based rig and in this video we will setup the base joints and controls, before adding the systems and attaching it to the model in the next video.
    I will also be building a full blendshape based rig in a future video too.
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ความคิดเห็น • 60

  • @antCGi
    @antCGi  4 ปีที่แล้ว +6

    Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above.
    If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜

  • @Sei783
    @Sei783 4 ปีที่แล้ว +7

    You can orient your joints manually instead of duplicating it then re-parenting back and forth. Go to component mode and choose the ? symbol. It's sometimes hidden behind the vertical tabs between mode selection and the snapping icons. After that you can select the axis gizmo in the middle of the joint and rotate it as desired. Now this may not work in 2018 due to a bug but an alternate approach is to simply rotate the joint and copy the rotation values into the Joint Orientation Rotations in the attributes editor. Either method is preferable to the one demonstrated. Great tutorial overall though!

    • @shafiahamed1507
      @shafiahamed1507 2 ปีที่แล้ว

      We can even rotate the bone and just give freeze transform , it will automatically transfer the rotation values to joint orient.

  • @christianraxo7535
    @christianraxo7535 3 ปีที่แล้ว +3

    Instead of parenting the curve to the joint and then deleting the constraint, you can just go to modify > match all transformations or you can even match only translation or rotation or scale

    • @antCGi
      @antCGi  3 ปีที่แล้ว +3

      Thanks! I now use this in my more recent videos :)

  • @sixxmahmud9837
    @sixxmahmud9837 4 ปีที่แล้ว +4

    Thanks so much sir,... May Greatness fall upon you....

  • @lordfantastic
    @lordfantastic 3 ปีที่แล้ว +1

    Thanks dude your tutorials are gold

  • @martinmegazor
    @martinmegazor 3 ปีที่แล้ว +2

    Thanks for making this tutorial! Looking forward to using this as a guide for my personal project :)

    • @sasnad3
      @sasnad3 3 ปีที่แล้ว

      He is already great

  • @crawlingking321
    @crawlingking321 4 ปีที่แล้ว +1

    thank you for your time..amazing work

  • @alicelambert859
    @alicelambert859 4 ปีที่แล้ว +2

    This has been a great insight into how to build a joint based system, super easy to follow and understand.
    When I duplicated my head joint and removed it from the hierarchy it was grouped into a transform group. The same happened when I parented the joints to the head and jaw joint.
    I don't think they are affecting it but I was wondering if there was a way to stop this for ease of the hierarchy.
    Thanks very much!

    • @antCGi
      @antCGi  4 ปีที่แล้ว +1

      Alice Lambert thanks! You can end up with a transform group when the scale is different. Make sure the joints under the group match the ones they should be patented to.

    • @alicelambert859
      @alicelambert859 4 ปีที่แล้ว

      @@antCGi brilliant! Thanks very much 😁

  • @CassieAnimate
    @CassieAnimate 2 ปีที่แล้ว

    This is a wonderful video!

  • @citymovies680
    @citymovies680 4 ปีที่แล้ว

    Bowww sir it so amazing I am not define you are work is so great

  • @user-nb3wr7nt5e
    @user-nb3wr7nt5e 4 ปีที่แล้ว

    Absolutely Great Video

  • @afrimshakirovski8000
    @afrimshakirovski8000 ปีที่แล้ว

    Can this rigging method be applied for a game ready model to be used in UE5. Good educational videos btw, the best rigging channel on YT. Keep up the good work cheers

  • @Tej072
    @Tej072 2 ปีที่แล้ว

    your tutorials are really great

  • @rohanrazaghi1198
    @rohanrazaghi1198 4 ปีที่แล้ว +1

    so so thx friend u explain so so good and clear i had problem with face rig but thx to u i can rig the face now again thx sso much but pls can u rig a dragon pls and show us the tutorial

  • @wheeler6768
    @wheeler6768 3 ปีที่แล้ว +1

    25:40 adding controls to joints controls

  • @qiuvincent3267
    @qiuvincent3267 5 หลายเดือนก่อน

    so is fine to bind skin first and then add lip or nose check joint and parent them to head and jaw joint right?

  • @starphonic
    @starphonic 2 ปีที่แล้ว

    hi! thank you for your tutorials! they've been really helpful for me. I'm wondering if your scripts still work in Maya 2020?

  • @antCGi
    @antCGi  4 ปีที่แล้ว

    Video 13 is now available early to supporters!
    >> ko-fi.com/post/Early-Access-to-Video-13--Bonus-Script-P5P8181XJ

  • @fermorales8603
    @fermorales8603 4 หลายเดือนก่อน

    Hi, I was wondering if anyone knows why the joints of the face do not have to have their orientations mirrored like the rest of the body?

  • @thanoszag6563
    @thanoszag6563 4 ปีที่แล้ว +2

    Hi, Very nice Tutorial!!!
    May I ask you something, please.
    The Teeth and the gums, from what I can see you model them as one model (It look great!). Is it your prefered or is it something that is used widely?
    I would appreciate it if you could share with us some more information about it.
    Thank you again.

    • @antCGi
      @antCGi  4 ปีที่แล้ว

      Hi! This model is a game model, so the teeth and gums had to be low poly that's why they are modelled as one :)

    • @thanoszag6563
      @thanoszag6563 4 ปีที่แล้ว

      @@antCGi Thank you for your response.
      May I ask you another question too, please.
      What do you think that is a suitable character polycount for a game? Does this rigging works in a game engine?
      Which game engine do you use, or this rigging could be loaded in?
      Thank you

    • @antCGi
      @antCGi  4 ปีที่แล้ว

      @@thanoszag6563 the polygon count depends on the platform your creating it for, so for PC it could well be 20,000 but for Switch it would be much lower. This rig is actually a game rig too, I have used it before in UE4.

    • @thanoszag6563
      @thanoszag6563 4 ปีที่แล้ว

      @@antCGi Thank you for your response.
      Because I had used Unity to load a character's rigging (with animation), and the procedure was not easy, I thought that the process to all game engines would be the same.
      It seems that it does not!
      Thank you, again

  • @himanshi869
    @himanshi869 4 ปีที่แล้ว +1

    at 26:37 why didn't you directly use " match transform" option to set the LRA of controller with joints instead of putting parent constraint and then deleting it , then rotation them controller to match the LRA?

    • @antCGi
      @antCGi  4 ปีที่แล้ว +1

      I do that in later videos.

    • @pakapeta7772
      @pakapeta7772 2 ปีที่แล้ว

      What's LRA?

  • @cirusthevirus1001
    @cirusthevirus1001 2 ปีที่แล้ว

    how do you get you bones to symmestry each other? i dont mean mirror, but symmestry, meaning follow the same movement like at 24:47 ?

  • @user-nb3wr7nt5e
    @user-nb3wr7nt5e 4 ปีที่แล้ว +2

    would u like to teach about low-topology

    • @antCGi
      @antCGi  4 ปีที่แล้ว +2

      I'd love to!

  • @Kiyamlol
    @Kiyamlol 2 ปีที่แล้ว

    how did u skin the eyelids without it effecting the default shape? after setting it up it seems to get effected by the eyelid joints.

  • @benwilson9015
    @benwilson9015 2 ปีที่แล้ว

    Hello everyone, If somebody could solve this simple problem it would be much appreciated.
    Ant corrects the joints Local Rotation by using a method of duplicating and matching it to the joints axis. You can see how the Local rotations match with the translate tool. But in my case, even though the LRA is matched with joint the translate tool shows the default axis. Is there some fix for this? I hope you guys understood my problem.

  • @ArtisticCGI
    @ArtisticCGI 4 ปีที่แล้ว +1

    Hello Sir,
    Sir from these 12 video parts of the rigging, We'll learn complete character rigging?

    • @antCGi
      @antCGi  4 ปีที่แล้ว +2

      AD3D EDGE yes almost, there are a few more videos planned though to finish him.

    • @ArtisticCGI
      @ArtisticCGI 4 ปีที่แล้ว +1

      @@antCGi Thanks a lot for your support. Your videos are too helpful for the learner.
      I'm 3D instructor in India. Now I want to learn rigging .
      Thanks, Sir

    • @ArtisticCGI
      @ArtisticCGI 4 ปีที่แล้ว

      @@antCGi In your first video you showing y axis going according to hand x axis going down.!
      But in my life I saw everyone take x axis according to hand y is up.

    • @sasnad3
      @sasnad3 2 ปีที่แล้ว

      @@antCGi Is there a specific reason for choosing Z as the axis that goes down the bone and X on the side? Most people I know point X down the bone? What setup works best with game engines and doesnt mess up the rotation order and therefore interpolation within game engines?

  • @2xCmet
    @2xCmet 4 ปีที่แล้ว

    Hey antCGI how would you combine this Joints with a Blendshape based Rig. Would you still do it the same way you did it in Januray 2019? Where you explained how to Face Rig in Maya?
    Or do you have already another Workflow for that?

    • @antCGi
      @antCGi  4 ปีที่แล้ว

      It depends on the rig and what the client wants really. I'm actually working on a new facial rig setup which i'll share at some point in the future :)

    • @pakapeta7772
      @pakapeta7772 2 ปีที่แล้ว

      @@antCGi Where can I find it?

  • @rahulkaushal8503
    @rahulkaushal8503 4 ปีที่แล้ว

    Can we Mirror the joints with controls? having same constraints

  • @62cky4powerthirst
    @62cky4powerthirst 4 ปีที่แล้ว

    How would I make sticky lips work for this approach?

  • @Meantime_Creations
    @Meantime_Creations 3 ปีที่แล้ว +1

    will this work on cartoon characters??

    • @antCGi
      @antCGi  3 ปีที่แล้ว

      It will 😁

  • @jayantimakwana105
    @jayantimakwana105 3 ปีที่แล้ว

    It shows error on 21:00
    can you guide how can solve this?
    // Warning: line 0: Skipping mixamorig:Head: It has non-zero rotations. //

    • @blancovery97
      @blancovery97 3 ปีที่แล้ว +1

      Hi! check if your joints have values on rotation, if they do you can use Freeze Transformation only for rotation to fix them, hope this helps (:

  • @asmallfist5786
    @asmallfist5786 3 ปีที่แล้ว

    谢谢 大佬 学废了O(∩_∩)O

  • @squirreldaph3577
    @squirreldaph3577 2 ปีที่แล้ว

    14:13

  • @riggererer6894
    @riggererer6894 3 ปีที่แล้ว

    21:29

  • @nialismcreates
    @nialismcreates 2 ปีที่แล้ว

    I can't get any of the scripts to work
    I just get this error:
    # Error: ImportError: file C:\Program Files\Autodesk\Maya2022\Python37\lib\site-packages\shiboken2\files.dir\shibokensupport\__feature__.py line 142: bad magic number in 'antcgiQuickLimb': b'\x03\xf3
    ' #
    Going to get a refund if I can't get it to work

  • @cudipie8839
    @cudipie8839 2 ปีที่แล้ว

    How do I get this carter?

    • @antCGi
      @antCGi  2 ปีที่แล้ว

      www.antcgi.com/store

  • @4irashiyo
    @4irashiyo 8 หลายเดือนก่อน

    girl