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  • เผยแพร่เมื่อ 14 ม.ค. 2025

ความคิดเห็น • 49

  • @antCGi
    @antCGi  3 ปีที่แล้ว

    Thanks for watching and remember that if you find these videos useful why not say thanks with a coffee - ko-fi.com/antcgi - You can also visit the #antCGiStore - www.antcgi.com/store - and earn exclusive rewards by becoming a member of the #antCGiClub - www.antcgi.com/antcgi-club :)

    • @TyrionLannisterr
      @TyrionLannisterr 2 ปีที่แล้ว

      Can you please help me out I am not able to import transClean. I get error stating that bad magic number (bad magic number in 'transClean': b'\x03\xf3
      ') please help

  • @Angelo-ux2it
    @Angelo-ux2it 2 ปีที่แล้ว +5

    I love your channel, mate, this is higher education level content! thank you so much

    • @antCGi
      @antCGi  2 ปีที่แล้ว

      Wow, thanks!

  • @LordLuigi_Rigs
    @LordLuigi_Rigs 3 ปีที่แล้ว +10

    Awesome video. Might still need offset groups for SDKs/ automation.

    • @antCGi
      @antCGi  3 ปีที่แล้ว +1

      Good point, you would still need them on top of the controls for SDK's :)

  • @danteabott9142
    @danteabott9142 2 ปีที่แล้ว

    Always the best, with new technincs

  • @shahidhussain-ok9ig
    @shahidhussain-ok9ig 3 ปีที่แล้ว +2

    You are nice and saving lives.

  • @tanisaguinsin
    @tanisaguinsin ปีที่แล้ว

    This is what i was loking for! thank you! :D

  • @Teturarsyra
    @Teturarsyra ปีที่แล้ว +3

    Instead of using a multMatrix to negate the influence of the parent joint, why not just uncheck "Inherits Transform" box in the Joint's attributes? It seems to work just fine (tested on Maya 2020) or maybe I'm missing something?

  • @it_s_bo
    @it_s_bo 3 ปีที่แล้ว

    Thank you so much! Offset parent matrix is power

  • @Ramt33n
    @Ramt33n ปีที่แล้ว +1

    or use decompose matrix and feed TRS directly into the attributes. make sure to zero out the offset parent and joint oriend regardless!

  • @roure_
    @roure_ 3 ปีที่แล้ว +4

    Hi!
    So, being that we are dealing with a hierachy, why not to use "matrix" rather than "worldMatrix", for this kind of setup? Looks simpler than substracting the inverseMatrix of the parent.
    Also, you are using the parentInverseMatrix of the parent node rather the worldInverseMatrix of the parent node it self. I understand how is it working and the math behind, but it doesn't feel super intuitive specially knowing how we used to think about the parentInverseMatrix. Could you share your thought about that?? Thx!!!
    Anyway the video is super cool every day I start appreciating more this new workflows :D

    • @antCGi
      @antCGi  3 ปีที่แล้ว +4

      Hi! I find that using Matrix to connect the control to the joint just makes the joint move back to the position of the parent joint. Even with the transforms left on it, it still then pivots from the previous joints position whereas we need it to pivot from the control. You are also correct, you can use worldInverseMatrix too and it will give you the same results, I am just used to using parentIverseMatrix :)

    • @RoryDriscoll
      @RoryDriscoll 3 ปีที่แล้ว +1

      I wondered this too. It's much simpler to use Matrix since this is the local matrix and is identical to the world matrix multiplied by the inverse parent world matrix. I made a similar setup in Maya and verified that everything does pivot correctly. To create a working scene I did:
      1. Create joints, parent them
      2. Create controls, parent them
      3. Match transforms on controls to joint transforms
      4. For each control/joint pair starting from the root, connect control Matrix to joint OffsetParentMatrix, then zero out joint transform and joint orient.
      Everything pivots as you would expect with this setup. Feel free to check out the test scene here: gist.github.com/rorydriscoll/ca5c8dbffd7cc10be9ee3f51b451ce77

    • @alexisl4348
      @alexisl4348 2 ปีที่แล้ว +1

      @@RoryDriscoll The problem with your setup is that your controls have translation and rotational values which are counter intuitive when you wish to animate. You can do this but you will need offsets to hold the transforms.

  • @the_shortski6053
    @the_shortski6053 2 ปีที่แล้ว +1

    Is this method overall worth trying to figure out? I'm having an issue where it doesn't exactly match where the last position was even when setting the translations back to 0. I'm not sure if it's an issue because of it being parented. I'm not sure how to fix the parent translation and it being skipped over here for the controllers doesn't help. Might have missed something.
    Along with FBX not recognising OPM and that animators shouldn't really be interacting with groups anyway as they should be locked makes me wonder if it's really worth investing into. Along with not really knowing how to get it working on IK controls.

  • @shahinghahremani611
    @shahinghahremani611 3 ปีที่แล้ว

    Thank you for this amazing tutorial. I have a question for you, that appreciate if you could help me with to understand. Is it possible to use the Matrix system to make a setup that a parent object which is driving a child be a child at the same time for the child it was driving in the first place? Imagine if we have Locator that is driving a Box, now obviously the Locator is translating and rotating the Box with it, but if we move and rotate the Box to a new position, is there a way to simultaneously match the Locator's Translation and Orientation to the new position of the Box? Thank you!

  • @borovikmotion
    @borovikmotion 7 หลายเดือนก่อน

    and now I'm watching this trying to figure out how these kurwa offset matrices impact the animation layers, as regular formulas are not working with such controls :D

  • @TheArcticKnave
    @TheArcticKnave 3 ปีที่แล้ว +2

    If you want the bones to still have bakeable data, just decompose the matrices first and input their srt values

    • @Fuurrrr
      @Fuurrrr 3 ปีที่แล้ว

      but that will leave the joint has rotation value at bind pose. no?

    • @TheArcticKnave
      @TheArcticKnave 3 ปีที่แล้ว

      @@Fuurrrr do you mean joint orient? The other method of using constraints will give the same values for rotation and translate

  • @NidaaAlShoreet
    @NidaaAlShoreet หลายเดือนก่อน

    Is there any Behind Code ?? could we read and export BC from the created and Compinde Matrix ?

  • @arcanosify
    @arcanosify 3 ปีที่แล้ว

    Thank you

  • @dmitrymelchenko3645
    @dmitrymelchenko3645 2 ปีที่แล้ว +1

    Hi there. Could someone explain me please. We using parent matrix nodes system for reducing nodes counts(constraints) to economic, but for the game rigs we should add other systems joints chain to skeleton(transform and rotation should be baking) wich will exporting to game engine. So main question is: does this system is realy econimic performence insted a waste time to made it, or maybe someone have compare result. Thanks

  • @skalape
    @skalape ปีที่แล้ว

    Hi, may I ask why don't you connect the transforms of the controllers and bones directly ? This setup is like animating freeze transform values, which you only wanted to store as an offset to the parent. When you have zeros on ctrls and zeros on joints and connect all transform attributes, then you can bake animation on joints.

  • @morin6661
    @morin6661 3 ปีที่แล้ว

    :O..Thanks for sharing the practical knowledge as always. I was looking for the updated version for Maya 2020 :) and there you are :D.
    It says that it is a mult matrix node indicating that it will multiply them but it is adding translate and rotate value instead even output says it's sum.
    Looking forward to maintaining offset tutorial :).

    • @twosomesaga
      @twosomesaga 3 ปีที่แล้ว +1

      The naming for this is correct, but a bit unfortunate: Multiplying matrices together has the effect of adding up their transformations. Therefore it's correct to say that it's a matrix MULTIPLICATION - but the transformation these matrices describe are ADDED together.
      I recommend the videos of 3Blue1Brown about Linear Algebra - they give a very visual description of what is happening :)

    • @morin6661
      @morin6661 3 ปีที่แล้ว +1

      @@twosomesaga Thanks..I will look into it :)

  • @loremipsum3147
    @loremipsum3147 2 ปีที่แล้ว

    Isn't it better to use joints for the FK control rig also? They already have joint orient that does (more or less?) the same thing as the transform offset parent matrix?

  • @AlyssaRK
    @AlyssaRK 2 ปีที่แล้ว

    This video is fantastic and has convinced me you're a wizard, but I'm having an issue where if I mirror the joint chain and I input the rotation values, they update the others automatically and the controller always ends up in the wrong position. Is there any way to fix this?

  • @the_shortski6053
    @the_shortski6053 2 ปีที่แล้ว +1

    Parenting the offset sometimes causes it to fly off somewhere else and I'm not sure why. I'm not doing anything different but sometimes it works and sometimes it flies off breaking the offset altogether. Is there a reason and fix for this?

    • @the_shortski6053
      @the_shortski6053 2 ปีที่แล้ว +1

      To answer my own question, it was because I reset pivot and not matched all translations. So for future reference and anyone else having the issues.
      1) Don't rotate the controllers before doing the parent.
      2) match all translations of the group to the controller.

  • @jomo2483
    @jomo2483 3 ปีที่แล้ว +7

    Not entirely sure if this workflow is better. There's too much back and forth.

  • @iolandafilipponi4746
    @iolandafilipponi4746 2 ปีที่แล้ว

    Hi i'm sorry I didn't understand if I can use OPM in a rig for animation (not gaming), thanks.

  • @raol635
    @raol635 2 ปีที่แล้ว

    qs: Please, how to zero out the Transform Attributes, if the Offset Parent Matrix has some numbers also. Thank you.

  • @christysoniavelusamy2160
    @christysoniavelusamy2160 2 ปีที่แล้ว

    Hi.. while trying to do the transform offset parent matrix..only pivot is moving ..can u help me put of this

  • @kirkjaney1992
    @kirkjaney1992 2 ปีที่แล้ว

    But why did you use a root control?

  • @freshmaker4o
    @freshmaker4o 2 ปีที่แล้ว

    Any way to make this setup work with IK?

  • @soumyajitmukherjee1335
    @soumyajitmukherjee1335 3 ปีที่แล้ว

    Hi I am modeling a character in maya and decided to put it in mudbox to add muscles and my question is does I have to retopo it again before riging ... ???

    • @antCGi
      @antCGi  3 ปีที่แล้ว

      Depends on the model density, will the topology change?

  • @deadlypugger2167
    @deadlypugger2167 9 หลายเดือนก่อน

    Anyone know why when I cant enter any values into the offset parent matrix? After entering the value and pressing Enter it goes back to zero

  • @arcanosify
    @arcanosify 3 ปีที่แล้ว

    Can I build ik limb with setup like this? What will I need to change if not.

    • @tinken7952
      @tinken7952 3 ปีที่แล้ว +1

      Not sure if this cmt help cause it has been 4 months, but YES, you can use it with the IK too.

    • @arcanosify
      @arcanosify 3 ปีที่แล้ว

      @@tinken7952 thanks

  • @rakeshrasapalli3554
    @rakeshrasapalli3554 3 ปีที่แล้ว

    sir i want to buy a rig script for maya....can u suggest me a good one

  • @pontosinterligados
    @pontosinterligados ปีที่แล้ว +1

    Your video is great but Autodesk is doing only 10% of its job.. If Autodesk wanted to help they would just include a inherit transformation checkbox on the UI to avoid their users suddenly dealing with algebra classes out of nowhere

  • @davemauriello8088
    @davemauriello8088 ปีที่แล้ว

    This is way more complicated to set up than the standard controller and offset group method, and if you had to change or modify the controllers in any way, you risk breaking the entire joint chain. No thank you. Interesting, though.

    • @Merkygloom
      @Merkygloom ปีที่แล้ว +1

      Might make rigs slightly faster. But seems a bit fiddly to set up even if you're able to script it