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 01-01-2011, 06:56 PM   #1
mastone
Maniacal boy king of Babylon
 
mastone's Avatar
 
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Thanks: 1
Thanked 59 Times in 58 Posts
Default Rigging Missouri

I never liked rigging, but now I am really starting to hate it, during the past few days I must have read a couple of books and seen a dozen ( starts of) tutorials, I started out by working of a book called Hyper realistic creature creation, but in the end didn't work out for me ( will spare you the details, but the short version entails that there where to many linked scripts to my liking which can -Bliep- up the rig), now for the second time I stumble upon something which annoys me greatly and I hope you guys can help me out with this one..freeze transformations.
Now I know what it is, but unfortunately for me I have made my little green friend with his arms in a ( approx)45 degree angle which in turn means that when I freeze transforms the manipulator snaps to world space coordinates and I really want to move along a more natural axis instead of fighting the controls all the time.
So if someone knows off a way of freezing the transforms without losing the manipulator-orientation please let me know.( I want this because freeze transformations zeroes out values in the channelbox).

I also want to incorporate the following:
-pinning without snapping: I mean pinning in a motionbuilder/human IK kinda way but when I turn it of I don't want it to snap back at a previous location ( same goes for the IK/FK blending), so when I pick the hand/wrist control and pull it to the right the whole body follows

- a easy way to get animation transfered from a low ress mesh to a higher polycount model ( i am not talking wrap deformer)
mastone is offline   Reply With Quote
Old 01-01-2011, 10:15 PM   #2
mastone
Maniacal boy king of Babylon
 
mastone's Avatar
 
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Thanks: 1
Thanked 59 Times in 58 Posts
Default

Found a less than elegant solution,before assigning a controller to any joint/handle;
-center pivot
-snap to origin ( of the scene of course)
-freeze transforms
-then group it and move the group and rotate as you like

this way maya maintains the objects local rotation axis, you have a parentnode on top but hey you can't win them all
mastone is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Mech Warrior Rigging? fairdinkim_m8 Simply Maya Tutorials 2 30-12-2010 06:29 AM

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.