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Falott 08-02-2006 09:30 AM

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after lots of theoretical research work on rigging and skinning I finally finished the model. weight painting took me about 4 hours, but therefor I have my first well deforming belly done.
next thing to do will be blendshapes.

Falott 08-02-2006 09:31 AM

1 Attachment(s)
deform test.

Jay 08-02-2006 12:18 PM

Hey Falott

Good job, glad to see it all coming together now. One small thing, is that a locator or IK handle on the wrist?

If its IK i'd hide it, but if it has ctrl attr's on for the fingers just reconnect those to the wrist ctrl boxes as its tidier.


Cheers, keep up the good work

Jay

Falott 08-02-2006 12:45 PM

thx jay

it´s a locator. I need it to rotate the hand from the forarm joint. the locator is parented to the elbow, driving the alongAxis_Rotation of the forarm joint for faking ulna-radius movement. additionally it is orient constrained to the hand joint, for a better visual general view. - I have all SDKs on it too. well, I could have put them onto the ctrl box too, but anyways. the curve box is where the ik_handle is parented to and for translating movements only.

you see I can´t leave this locator out, unless you know a way to set this up with just one control object. I didn´t find a way.

cheers!

SpaceGoat 08-02-2006 03:41 PM

First I've seen of this model and just like to congratulate you on it as it's just brilliant. Good luck with the rigging...I know what a pain weight painting can be at times. Also heard one guy rigs his entire model with blend shapes...now that's painful ;)

Falott 08-02-2006 03:52 PM

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thx Lipski. I put aside the blendshapes for today and try test animatin her. it´s fun, I never animated rigged stuff (hardly animated anything ever) and am listening to c64 SID stuff. this one is a funny oldskool track - it´s a tribute to the famous tb303 I think. it can be used with SIDPLAY, PlaySID or other SID emulators that support the PSID format.

have fun!

Jay 08-02-2006 08:26 PM

Falott

I did an SDK for the forearm twist or you could just set the twist thru the connection editor which is easy as you could add the 'twist' side to side' and 'bends' attribute to the ctrl box and then in the conection do for example:

Ltwristtwist - Ltforearm.rx
Ltwristtsideside - Ltwrist.ry
Ltwristbend - Lftwrist.rz

or however your axis are positioned but they would all be in the same ctrl along with the fingers, then all you need to do is is set the limits on the joint, easy

Cheers hope this helps

Jay

Falott 08-02-2006 11:50 PM

I did as you said. but one problem is still remaining like in my considerations before setting the hand up with the locator.

--> I cannot find any solution to constrain the ctrlBox's orientation to the handjoint after arm_ik is parented to it.. <--

animation is possible, but would be big time unintuitive, because the ctrlBox's rotation axes would always point into worldspace and not follow the hand. what have you done to make this work?

______

edit:


I looked at your football char from earlier post. I see what you mean. this setup is not meant to have grabable hand rotation. hand rotation would only be accessible from added attrs. well, I guess that´s nonetheless more convenient the the locator thing.

how can SDKs be copied again..?

Falott 09-02-2006 01:56 AM

I found another promising method from Alex Alvarez to mirror copy SDKs, explained by mental on cgtalk.

http://forums.cgsociety.org/showthread.php?t=60033


allthough I have to admit this isn´t the straightest workaround.


SDKs are those blendWeighted(number) nodes in the INPUTS section of the channelbox, right? I really have to learn mel. this isn´t fun anymore without scripting.

cheers!

Ancient3D 19-03-2008 12:23 AM

1 Attachment(s)
I have shown you an attachment about my modeling's face with front and side views.

I have created difficultly to eyes' holes on the face. It's not good. :eek3:

Jay 19-03-2008 08:30 AM

Hey Fallott

Yeah SDK copying/mirroring is a pain in butt, I did it at a studio I just came from working at, and its not easy by any means (as you can see in the Alex Alvarezs workaround)

I think the best thing on those is once you have good rotations on one side just make sure you write down the rotation figures so they match perfect etc. It will probably be quicker than the workaround set up LOL.

Ancient3d:
Post these types of comments in the TOPOLGY thread:
http://forum.simplymaya.com/showthre...&pagenumber=8, then you may get the help you want, and wont clog up somebodys personal thread. I'll see if I can move it over

cheers
Jay


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