How is the driving system integrated into the template? I am trying to create my own template scene and I can get everything to work except the hand driving system.
Anytime a DrivingSystem is created, the SDK-AnimationCurves is connected to the "FitSkeleton" node. That is what makes DrivingSystems able to be saved with any FitSkeleton. If you select the "FitSkeleton" node, and show it`s connections in the HyperGraph/NodeEditor, You will see the connected "DrivingSystem-SDK-AnimationCurve Nodes".
in version 5.7 the minimum attribute does not work. After creating it in the driving system it is not possible to edit it, the negative attribute is not shown, but only the positive one (10), how can this be solved?
What if I only want one controller to drive both sides? for e.g one controller to fold bird both wings. When I move both side of the wings and create driving system. It creates one controller with fold attribute. but when I adjust the in-between pose. its only affects one side. i.e right side. how to fix this?
Hi , My Driving system was deleted somehow and after doing a rebuild its still not showing, this is specifically the HAND control driven system, curl etc. what to do in that case.
asymmetrical Face-setup EPIC FAIL! so if i have a head which is not symmetrical ....This tool fail.+ what if i wanna just rig a face which doesnt have a MOUTH! So i have to put Jaw and Find GHOST edge loops for lips! to complete the process? omg this is painful
For "non-standard" faces, it is recommended to use the tools from the Body-Section, to setup the face. For more information, check this video: th-cam.com/video/n1L40oitizU/w-d-xo.html
There's a way for assymetrical face to be rigged by this face setup, but theres an overwork. 1) dublicate the head geo, n hide the original head, then Slice half i.e delete the half faces of the head,so you have one side, now just mirror model the geo and fuse it , n make it one mesh and delete all history. 2) Now you have symmetrical head,skin it to the head joint properly,as said by the face setup, 3_Now start going through the process of configuring your head for face setup and create its face setup.\ 4) Now after build face and everything working correctly , you got it.. tweak any settings that u like. 5)The face setup is normally a joint based but each deformation layer is actuallly a duplicated mesh that is connceted to main Mesh via blendshapes. 6)Search for the actual face rig joints,and place them in different Maya layer so you can select easily. 7) Now hide your this..Symetrical Head geo, and unhide. your original head which is actually assymetrical.. 8) Move the face controller of the joints of opposite side to properly match the other side of face, which is assymetrical. 9) now set bind pose for this face, I.e that controller will adopt this arrangement as default bind pose of face.. 10) Properly rig the face with the actual face joints, 11) It is better you do this. after converting the face setup to game ready face if you need to export. 12)You dont need to delete the , Symmetrical dublicated head Geo. just hide it. and axport your main GEO, and the main Skeleton Rig n face RIg.... You can now use all of the controllers on this face.. and easily export animations
Hey long time no see! I love these videos! Im happy to see tutorials again! I feel like i missed certain workflows.
How is the driving system integrated into the template?
I am trying to create my own template scene and I can get everything to work except the hand driving system.
Anytime a DrivingSystem is created, the SDK-AnimationCurves is connected to the "FitSkeleton" node.
That is what makes DrivingSystems able to be saved with any FitSkeleton.
If you select the "FitSkeleton" node, and show it`s connections in the HyperGraph/NodeEditor,
You will see the connected "DrivingSystem-SDK-AnimationCurve Nodes".
My controllers disappear when I try to edit the facial driving systems. How do I fix that?
wowwwwwww.... I almost got used to the standard humanIk system but then discovered this. Thank you!
in version 5.7 the minimum attribute does not work.
After creating it in the driving system it is not possible to edit it, the negative attribute is not shown, but only the positive one (10), how can this be solved?
Thanks this helped me out alot
you are the best
What if I only want one controller to drive both sides? for e.g one controller to fold bird both wings. When I move both side of the wings and create driving system. It creates one controller with fold attribute. but when I adjust the in-between pose. its only affects one side. i.e right side. how to fix this?
Hi , My Driving system was deleted somehow and after doing a rebuild its still not showing, this is specifically the HAND control driven system, curl etc. what to do in that case.
if i accidentally set the driving system at 0.998 how can i delete it?
nice one Oyvind,thanks for this one
How to use face rig with HumanIk or rig besides AS?
Nice Rig. Curious, Can I use this rig as a control rig for mocap data?
Yes, this can be done.
For more information, check this video:
th-cam.com/video/ouf8jDMsXwE/w-d-xo.html
asymmetrical Face-setup EPIC FAIL! so if i have a head which is not symmetrical ....This tool fail.+ what if i wanna just rig a face which doesnt have a MOUTH! So i have to put Jaw and Find GHOST edge loops for lips! to complete the process? omg this is painful
For "non-standard" faces, it is recommended to use the tools from the Body-Section,
to setup the face.
For more information, check this video:
th-cam.com/video/n1L40oitizU/w-d-xo.html
There's a way for assymetrical face to be rigged by this face setup, but theres an overwork.
1) dublicate the head geo, n hide the original head, then Slice half i.e delete the half faces of the head,so you have one side, now just mirror model the geo and fuse it , n make it one mesh and delete all history.
2) Now you have symmetrical head,skin it to the head joint properly,as said by the face setup,
3_Now start going through the process of configuring your head for face setup and create its face setup.\
4) Now after build face and everything working correctly , you got it.. tweak any settings that u like.
5)The face setup is normally a joint based but each deformation layer is actuallly a duplicated mesh that is connceted to main Mesh via blendshapes.
6)Search for the actual face rig joints,and place them in different Maya layer so you can select easily.
7) Now hide your this..Symetrical Head geo, and unhide. your original head which is actually assymetrical..
8) Move the face controller of the joints of opposite side to properly match the other side of face, which is assymetrical.
9) now set bind pose for this face, I.e that controller will adopt this arrangement as default bind pose of face..
10) Properly rig the face with the actual face joints,
11) It is better you do this. after converting the face setup to game ready face if you need to export.
12)You dont need to delete the , Symmetrical dublicated head Geo. just hide it. and axport your main GEO, and the main Skeleton Rig n face RIg.... You can now use all of the controllers on this face.. and easily export animations