Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 31 09-08-2009 , 05:56 PM
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user added image
Here is my setup. Do you think I have missed anything?

# 32 12-08-2009 , 05:15 PM
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# 33 12-08-2009 , 05:53 PM
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So that's a phanteater LOL

But to the matter at hand;
-the walk is to robotic;
You have to turn and stretch his hips and spine when he takes a step.
His back doesn't need that much joints i would use 5 or 6 there.
And for binding purposes i would draw extra joints along the ribcage.
nice start thoughuser added image

# 34 12-08-2009 , 06:48 PM
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Originally posted by mastone

-the walk is to robotic;

It is a robot. Or do you just mean its too wooden?
Which way should the spine and hips turn?

# 35 12-08-2009 , 06:54 PM
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Like in the image.
The shoulder of the forward moving leg stretches the spine which gives it it's curvature

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# 36 12-08-2009 , 07:00 PM
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Thanks for all you help user added image
That should make it look much better

Edit:looks like I will have to fiddle with some of the paint weights, is there an east way to change them and then import it into this scene?


Last edited by elephantinc; 12-08-2009 at 07:16 PM.
# 37 12-08-2009 , 07:46 PM
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No easy way that i know off, for the spine i would use a spine ik handle where a curve controls the movement off the spine with the help of clusters.
Digital tutors has a nice tutorial on rigging and there are the learning Maya books ofcourse although in hindsight i find them lacking a bit when it comes to detailed stuff (they show you a hundred easy things over and over again but when it comes to some reall essential stuff they don't tell LOL).
I have no idea if there is a tutorial here that explains rigging.

It's vital you know upfront what the range of movement of your character will be an make your rig accordingly otherwise you have to do a lot of <tedious>work over again and again :headbang:

# 38 12-08-2009 , 08:30 PM
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# 39 12-08-2009 , 08:48 PM
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That's actually quite good, the only thing i would work on now are;
His head now follows the flow off the spine i would make that a slight countermovement.

The footroll;
i don't know what the aim off the character is but you either make the footroll smoother or make it something entirely different like a stumping movement (like a dinosaur)

Let the tail make a whiplash movement(if you look at a variety of animals you"ll notice that the tail seems to have a mind of it's own always making an extra or irratic movement)

Good work nonethelessuser added image

# 40 12-08-2009 , 09:09 PM
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Originally posted by mastone
That's actually quite good, the only thing i would work on now are;
His head now follows the flow off the spine i would make that a slight countermovement.

The footroll;
i don't know what the aim off the character is but you either make the footroll smoother or make it something entirely different like a stumping movement (like a dinosaur)

Let the tail make a whiplash movement(if you look at a variety of animals you"ll notice that the tail seems to have a mind of it's own always making an extra or irratic movement)

Good work nonethelessuser added image

Thanks user added image
I think your right about the stomping movement, at the moment its loosely based on an elephant, which are incredibly light footed all things considered. I like the sound of the tail thing too.
You help has been invaluable user added image

edit: worked on the head and tail, still experimenting with the foot stomp thing
https://img190.imageshack.us/i/walkcyclek.mp4/


Last edited by elephantinc; 12-08-2009 at 10:44 PM.
# 41 13-08-2009 , 11:08 AM
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Very nice.

But i see an issue, the neck and the leg get one inside the other.

# 42 13-08-2009 , 02:27 PM
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Last edited by elephantinc; 13-08-2009 at 03:41 PM.
# 43 13-08-2009 , 04:50 PM
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Ive done it to all the legs now, im quite happy with it
I am going to fiddle with the right front leg a bit
https://img190.imageshack.us/i/walkcyclee.mp4/
the animation is way too fast (till now ive been slowing it down in post), Is there an easy way to kind of stretch out the keys, rather than speeding up the trax clip?

# 44 14-08-2009 , 03:18 AM
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Much better, more natural. Though the walk cycle could use better looping.


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# 45 14-08-2009 , 09:32 AM
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Thanks, Im going to export a trax clip now and render it, so should have better looping.

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