Just wanna say huuuge thank you for this tutorial:). My project would stuck forever without this simple and elegant solution. I have a swan-girl. And her wigs should grow from her hands. All that tutorials "bone per feather" - wasn't for me:)).
You're welcome... I've built a handful of bird rigs and wing setups, so I got tired of complicated joint structures... This setup allows for their addition, but removes the necessity and makes the key functionality a default behavior, not one which must be keyed in or developed. It's also lighter... no complex systems of driven keys, expressions, or constraints to deal with... unless you want to add them for secondary elements.
youtube may not allow picture comments, but I can send you the link for where I got it :)www.turbosquid.com/FullPreview/Index.cfm/ID/728903 also, would you know how I set up an IK/FK control system that doesn't reset the geometry when you swap between the systems? (I thought it was "continuous IK" but searching that on Google just nets me "did you mean continuous INK?" >_>) lastly, is this covered in your book? Can I get it somewhere that isn't iTunes?
Hi, i also have a model of eagle with complex structure of wings as you have in the unicorn that you showed up in the link, how can i deal with this kind of structure for thi rig? can you help me out?
At the time, I often snapped to point, which can be done by holding the 'V' key while moving any selection, which will snap relative to the object's pivot point. There are also several snap otpions under Maya's Select or Modify menu, If I recall correctly. I've created simple snap scripts, using Python to help snap multiple selections.
i have a model of eagle that i am doing rig, but there is a complex stucture of wings so that i can not give each bone per feather , can you help me out? i want to do rigging without any scripts to improve my skills.
You don't need scripts, just do things manually. This demo explains how to do everything without a script, but I happen to use a script to do the most repetitive part of the process to keep things speedy for the demo. If you don't want to use a script, then don't. Every aspect of the setup is explained. No scripts are ever necessary. They are just optional tools. what do or do not do is your choice. And remember that joints are not bones. They are pivots and influences, not bones. Don't make the mistake of thinking that you have to recreate or mimic an actual skeleton. you just have to create joints where the rig will need rotation and deformation.
The setup is simple, designed to allow for a broad range of motion. The basic anatomy of a wing is simple, so as long as you know how bird wings fold and create the necessary pivots, yes.
This is an excellent solution for rigging wings. Its not too complex but gives you plenty of edit options for the feathers. Thanks for the tutorial!
this is such a wicked idea. I love wing rigs and everyone's chosen methods to tackle them
this is awesome! will try it tomorrow on my owl model. I hope it will save me a lot of time and effort for my project. Thanks, man!
Good luck. Let me know how it goes.
Awesome work dude! It helped me very good!
Just wanna say huuuge thank you for this tutorial:). My project would stuck forever without this simple and elegant solution. I have a swan-girl. And her wigs should grow from her hands. All that tutorials "bone per feather" - wasn't for me:)).
You're welcome... I've built a handful of bird rigs and wing setups, so I got tired of complicated joint structures... This setup allows for their addition, but removes the necessity and makes the key functionality a default behavior, not one which must be keyed in or developed. It's also lighter... no complex systems of driven keys, expressions, or constraints to deal with... unless you want to add them for secondary elements.
would this method work for a wing rig where the feathers were already made? (and most every feather appears to have a unique model)
As long as you deal with the feathers properly, it should work. But I can only guess without seeing the model.
and youtube doesn't allow picture comments -_- oh well, thank you :)
youtube may not allow picture comments, but I can send you the link for where I got it :)www.turbosquid.com/FullPreview/Index.cfm/ID/728903
also, would you know how I set up an IK/FK control system that doesn't reset the geometry when you swap between the systems? (I thought it was "continuous IK" but searching that on Google just nets me "did you mean continuous INK?" >_>)
lastly, is this covered in your book? Can I get it somewhere that isn't iTunes?
Hi, i also have a model of eagle with complex structure of wings as you have in the unicorn that you showed up in the link, how can i deal with this kind of structure for thi rig? can you help me out?
thanks ... do you know what program this is? I got some wings but I don't know how to convert
It's Autodesk Maya, one of the only programs that I use. The concept should work in any program with similar capabilities.
cool! love your video
Where can you find a snap button if you have used it?
At the time, I often snapped to point, which can be done by holding the 'V' key while moving any selection, which will snap relative to the object's pivot point. There are also several snap otpions under Maya's Select or Modify menu, If I recall correctly. I've created simple snap scripts, using Python to help snap multiple selections.
i have a model of eagle that i am doing rig, but there is a complex stucture of wings so that i can not give each bone per feather , can you help me out? i want to do rigging without any scripts to improve my skills.
You don't need scripts, just do things manually. This demo explains how to do everything without a script, but I happen to use a script to do the most repetitive part of the process to keep things speedy for the demo. If you don't want to use a script, then don't. Every aspect of the setup is explained. No scripts are ever necessary. They are just optional tools. what do or do not do is your choice. And remember that joints are not bones. They are pivots and influences, not bones. Don't make the mistake of thinking that you have to recreate or mimic an actual skeleton. you just have to create joints where the rig will need rotation and deformation.
Can i fold the wings using this?
The setup is simple, designed to allow for a broad range of motion. The basic anatomy of a wing is simple, so as long as you know how bird wings fold and create the necessary pivots, yes.
Hi Jeremy! Is this rig game friendly? :)
спасибо)
Donde encuentro el Isnap ):
i want Isnap script,plz plz plz
i want Isnap script,Please
i want Isnap script,Please
Yo igual
why you explain so much dont explain too much