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# 16 01-12-2005 , 10:33 PM
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yeah...I think the most hardest task is to animate hips and backbone.

I plan to make a gorilla animation as soon as I get vacation in a week or two...model should be hi-res, very detailed, rig controled by a MEL scripted simple costumUI.

Anyway, send some more animation stuff dude!


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# 17 02-12-2005 , 01:03 AM
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Free rig



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# 18 02-12-2005 , 01:14 AM
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Bummer it's a Maya 7 file user added image I have Maya 6

# 19 02-12-2005 , 01:35 AM
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just open it up in notepad and change where it says 7.0 at the top of the window, change it to 6.0


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# 20 02-12-2005 , 02:10 AM
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I've done that before and it worked fine, but not with the file you posted. I'll give it another go.

# 21 02-12-2005 , 08:46 AM
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Damn man...wheres the rig?

Please upload it here on SM when you fix that problem, would love to give a check.

Like you say:cheers mate!


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# 22 02-12-2005 , 08:08 PM
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Yeah, Im working on an update to the rig at the moment. I didnt want anyone to download it until it was finished.

Hold on guys, Im working on it


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# 23 03-12-2005 , 03:05 AM
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# 24 04-12-2005 , 01:51 PM
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Great Rig dude,but...

like mine, your pole vector constrained objects are floating around, there's no IK/FK switch, finger controls.

But I like the head controls, but personaly I prefer "lool at control" objects.

Great job!


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# 25 04-12-2005 , 07:36 PM
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hey darijo,
when you say polevector constrain objects, do you mean the ones for elbows and knees? if so, then what do you mean by "floating around"? would you rather that they are parented to some joints so that they would follow? and then, which joints would that be?
i make my arm polevector object a child of the shoulder joint heirarchy and the leg polevector, child of the hip. what say??

# 26 04-12-2005 , 11:24 PM
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I rather use point and orient constrains they behave better when animateing!

When I rotate foot around Y I want my PolVector to follow but when I rotate it around the X I dont want to have any affect on it.
So I constrain it to X and Z for rotation and point constrain for all axies.

I'll send you an example.

How do you guys solve spine problem FK or Spline IK (how many bones, or combination of 2 bone chain) and how do you control head?


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# 27 05-12-2005 , 02:26 PM
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So here's my Knee control solution:

Move and rotate foot control and see how it affects on Knee control object.

Attached Files
File Type: ma reversfootsetup_ik.ma (178.3 KB, 167 views)

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Last edited by darijo203; 05-12-2005 at 03:26 PM.
# 28 10-12-2005 , 07:22 PM
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for spline ik, i use the kind of setup shown in a book called inside maya. the rigging section by erick miller was very nice.
basically, here's how i do it
create a joint heirarchy with 12-14 joints. make a ikSplineHandle for it, making sure auto simplify curve option is off. then, create a control heirarchy with about 4 or joints. smooth skin bind the ikSpline handle curve to the control spine. adjust the weights for the curve smooth bind in the component editor for smoother movemnt.
now, you have a spine that rotates well in the x and z direction.
then, duplicate the splineIk controlled spine joint heirarchy. for this new heirarchy, create an ikHandle for each joint, so that in the end you'll have one ikHandle less then the total number of joints.
now, make the original joint heirarchy to point constrain each of the ik handles. except for the root joint, which doesn't have an ik handle. so, point contrain the root joint to the original root joint.
now create one locator for each joint of the contrl spine heirarchy. parent the locators each to the nearby spine joint. then use each locators to polevector constrain all of the ik handles. this setup enables the control joints to rotate the Hires spine heirarchy in the Y axis as well. now, adjust the weights of the locators on each of the ikHandles to ensure proper rotation.
so, now the third spine heirarchy is is the one that will be bound to the geometry..
hope i am not forgetting anything, and making some sort of sense.. its really late, i am really sleepy and going brain dead fast..:zzz: :zzz:


Last edited by utpal; 10-12-2005 at 07:25 PM.
# 29 12-12-2005 , 08:37 AM
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....what...smooth bind skin...damn thats a pritty complex spine but does it work well for you?


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# 30 13-12-2005 , 06:45 PM
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yeah, it works quite well. when i skin it to the geometry, it has a lot of joints to deform it. so, i get a good deformation. also, even though there are a lot of joints, smooth skin paiting is not that difficult.
also, i get 3 or 4 joints to control the whole spine, so it makes it prety easy.
and seems complex, but once you get the hang of it, its pretty easy. i also use the same setup for the neck and tail.

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