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14-09-2013, 03:33 PM   #106
tweetytunes
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Im just glad the gun still comes out the leg hehehe
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14-09-2013, 09:42 PM   #107
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OK - I hate Rigging - Its done nothing but messed me head up the last few days. So started again.
At the moment working on the leg (not the foot yet) and I have removed the piston (the part that has stressed me the most) and the wires.

Think Im in a good place at the moment



But I have a number of questions now:,

1) Most of the joints will only move in one Axes so is it a good idea now to lock and hide the others now or wait til the whole thing is finshed.

2) With the way the leg is built is an IK setup with foot roll going to work and if so where should the IK go

Hope you guys can help out here.

As for the piston I got it moving correctly after a few attempts but the spring was really messed up. I think I know what to do now but it means rebuilding the spring first.
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14-09-2013, 10:10 PM   #108
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Basic bones setup in foot - again piston removed for now

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16-09-2013, 02:47 PM   #109
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Is there anyone who can answer the above questions as i would like to move on ???
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16-09-2013, 05:56 PM   #110
stwert
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1) Yeah, you can lock and hide channels. If you ever need to unlock/unhide them, you can do that with the channel control window.

2) Do a google search for "maya reverse foot rig". I can't remember the exact steps right now, but if you practice that a couple times, you should be able to adapt it for your rig and give you nice foot roll control.
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16-09-2013, 08:53 PM   #111
tweetytunes
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Quote:
1) Yeah, you can lock and hide channels. If you ever need to unlock/unhide them, you can do that with the channel control window.

2) Do a google search for "maya reverse foot rig". I can't remember the exact steps right now, but if you practice that a couple times, you should be able to adapt it for your rig and give you nice foot roll control.

Cheers man but i know how to do both but not sure how to setup the ik on a leg that shape and does the locking of certain rotations effects the use of ik.

Not your simple leg with just one joint per knee, ankle and hip is it.
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17-09-2013, 11:14 AM   #112
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OK did a few test on the rig yesterday and happy with the results:

1) the foot
2) the Ankle
3) the Knee
4) the Upper Leg
5) All together

Again no piston or wires yet - working on them next. Really chuff I got the knee set up not to move with the lower leg - I thought that was going to be hard but was very easy.

Cain Project Rigging Test Leg - YouTube
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21-09-2013, 09:51 PM   #113
THX1138
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Looking good tweety. Excellent rig. Like the metal texture also. Keep it up!
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22-09-2013, 07:45 PM   #114
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Cheers dude - Have a few days off as moving home (err not by choice) but will get back on it asap
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17-10-2013, 08:40 AM   #115
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OK finally got some work done on the piston on the leg - its blowing my mind.

See video to see my problem.

Piston Test - YouTube

Got the piston working with the spring. Its controlled with 2 locators with aim constants. That's fine.

When I added it to the rig it did not work.

But taking off the aim constants from the locators and placing them on the joints then parenting the locators to them seemed to work. At this point I was happy - until I tried to rotate any joint in the leg in the "Z" direction.

It must have something to do with the aim constants but don't know how to fix this - Plz anyone any ideas ???
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19-10-2013, 08:28 PM   #116
tweetytunes
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sorry to be a pain but is there anyone who can help me out with the rigging problem ???
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19-10-2013, 08:41 PM   #117
stwert
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I've tried playing with some stuff. It's a tricky thing without knowing the whole setup. Have you tried playing with the Up vector on the aim constraint? Setting the world up type to different values, or even putting a simple expression on one of the vectors? Sorry, I don't know enough about it to get to the root of the problem.
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20-10-2013, 07:40 PM   #118
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Thx for trying stwerd. That did do some results but none of which helped.

If anyone can i am going to share the file with just the leg in it. Saved as mb, ma, fbx Like to point out it is a maya 2014 file.

I have tried so many different things I just cant get this working - really need the help

http://jmp.sh/b/GFqEtDnmJJM2NIpfIXw6


Update - Its finally done - Some guy over at cgtalk took the file and fixed it in miniuts - I am so happy I can finally move on - whoooo hooo.

stwerd - it was fixed by using a world up object. In this case I just used joint 10 because we want the up vector pointing towards it at all times. I was just not adding the name of the object. But thanks again man.
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25-10-2013, 02:15 PM   #119
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Glad you got it sorted out. Sorry I didn't have a chance to take a look at the file.
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25-10-2013, 02:18 PM   #120
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cheers

and not a problem mate

Update soon - just learning alittle more about rigging before moving on - reverse foot controls errr
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