Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 09-04-2011, 11:35 AM   #1
Stephen
Subscriber
 
Stephen's Avatar
 
Join Date: Sep 2002
Location: northampton
Posts: 242
Thanks: 0
Thanked 11 Times in 11 Posts
Default Human IK bindpose

So how does it work?
I have created a character using mayas HumanIK and skinned it to my poly mesh. I deform the IK system with the default controls but how do you go back to bind pose?

The poly mesh goes back to bindpose leaving the rig in it's posed position!!
Do you have to select all your controls and set them back to zero or is there a short cut?

Many thanks
__________________
It is by my will alone I set my mind in motion
www.origin3d.co.uk
Stephen is offline   Reply With Quote
The Following User Says Thank You to Stephen For This Useful Post:
Old 10-04-2011, 11:51 AM   #2
LauriePriest
Moderator
 
LauriePriest's Avatar
 
Join Date: May 2003
Location: London
Posts: 1,001
Thanks: 0
Thanked 59 Times in 51 Posts
Default

zero out the controls?
Just do it once, grab the code from the script editor and put it on a shelf.

I think only joints hold bind pose information and joints are usually controlled by curves once rigged so the bind pose info becomes redundant.

Usually people would deal with skinning in a separate scene file where they would use the bind pose information to ensure everything is where it needs to be before connecting controllers with a script.
__________________
FX supervisor - double negative

Last edited by LauriePriest : 10-04-2011 at 11:54 AM.
LauriePriest is offline   Reply With Quote
The Following User Says Thank You to LauriePriest For This Useful Post:
Old 10-04-2011, 02:28 PM   #3
Stephen
Subscriber
 
Stephen's Avatar
 
Join Date: Sep 2002
Location: northampton
Posts: 242
Thanks: 0
Thanked 11 Times in 11 Posts
Default

Well I'm glad you said that as I was starting to think I was missing something.
In Maya 2012 you can create a HIK rig with controls but these controls have trans on them so setting them back to zero is no good.

I'm just not understanding this HIK system yet in Maya..

cheers
__________________
It is by my will alone I set my mind in motion
www.origin3d.co.uk
Stephen is offline   Reply With Quote
The Following User Says Thank You to Stephen For This Useful Post:
Old 11-04-2011, 11:14 AM   #4
LauriePriest
Moderator
 
LauriePriest's Avatar
 
Join Date: May 2003
Location: London
Posts: 1,001
Thanks: 0
Thanked 59 Times in 51 Posts
Default

Why is setting the trans back to 0 no good?
__________________
FX supervisor - double negative
LauriePriest is offline   Reply With Quote
The Following User Says Thank You to LauriePriest For This Useful Post:
Old 11-04-2011, 08:19 PM   #5
Stephen
Subscriber
 
Stephen's Avatar
 
Join Date: Sep 2002
Location: northampton
Posts: 242
Thanks: 0
Thanked 11 Times in 11 Posts
Default

Because the controls that get created are not at zero, they have translations on them.
Attached Thumbnails
 
__________________
It is by my will alone I set my mind in motion
www.origin3d.co.uk

Last edited by Stephen : 11-04-2011 at 08:23 PM.
Stephen is offline   Reply With Quote
The Following User Says Thank You to Stephen For This Useful Post:
Old 12-04-2011, 02:13 PM   #6
LauriePriest
Moderator
 
LauriePriest's Avatar
 
Join Date: May 2003
Location: London
Posts: 1,001
Thanks: 0
Thanked 59 Times in 51 Posts
Default

Ah lame, then they are shitty controllers.
Check the help to see if the effectors store there original position information otherwise you will need to create zeroed out curves for the actual rig.
It looks like the effectors just extend all the attirbutes you will need to one node rather than having it all scattered around.

To make controls that are zeored out, an easy way is to parent a circle to the effector, zero it out. Unparent it, duplicate it and parent the duplicate to the original and then delete the shape of the original. You have to make sure that the original and now parent curve transform is a child of the same parent as the effector.

Does that make any sense?
__________________
FX supervisor - double negative
LauriePriest is offline   Reply With Quote
The Following User Says Thank You to LauriePriest For This Useful Post:
Old 13-04-2011, 09:51 AM   #7
Stephen
Subscriber
 
Stephen's Avatar
 
Join Date: Sep 2002
Location: northampton
Posts: 242
Thanks: 0
Thanked 11 Times in 11 Posts
Default

Thanks for your reply.
Yeah I know what you mean but it seems rather daft to have to go through more steps to get it working when it should be zeroed out in the first place. This make me think I still have the wrong idea about using this setup. I think we will stick with AdvancedSkeleton for now, though www.ikinema.com looks to be promising.
__________________
It is by my will alone I set my mind in motion
www.origin3d.co.uk
Stephen is offline   Reply With Quote
The Following User Says Thank You to Stephen For This Useful Post:
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
human body test bullet1968 Members Lounge 5 03-02-2011 10:58 PM

Thread Tools





A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.