You probably know this but to anyone who wants a shortcut simple way to create a box control curve ( Create a poly cube and in the Attribute editor under "Drawing Overrides"--turn on "Enable Overrides" and turn off shading, it's a bit quicker than making one from scratch. Your Rigging skills must be right on par now after making all these recordings ! good stuff.
I've watched several different tutorials on Maya and I have to say even though I have a hard time understanding you sometimes you're still the best. Thanks!
These tutorials are awesome, I am currently rigging a character for a short movie and this is helping me sooooo much (my teacher's tutorial sucks). Thank you for doing this!
at the first of the tutorial. you tried to freeze the transformation of the joint. only rotation and scale can be freeze because maya system needs to know what is the location of the joint.
And in this tutorial and some others, you create ctl first , parent , unparent , and duplicate to put one into the other. Actually, it's faster if you group the ctl when you create it. The group would be the ORE, and ctl would be the ctl
About the ORE group. Yes you can do that, but without parrenting you can't really be sure the rotation is 100% correct. And its really important that its spot on when it comes to rigging. If you use the comet script for maya there is a script which creates the group with the right orrientation for you. without the parent/unparent stuff :)
Hello my friend, i am an animation artist who is working on a film, and i just thought it would be very nice to just thank you for your unselfishness in teaching your animation, i think your great, thanks for the help in rigging,
hey, wonder if you can help me, i have been trying to follow this tutorial, but when you do the zeroing out of the rotations at 11.40 minutes in my nerb circle just seem sto ends up parallel with the shoulder, withing the mesh, but paralle, like if you look at your one, mine is done like a 90degree turn for ssome reason.#
Not sure if anyone told you, but I think I know why it's snapping. Check in your Modify>Transformation Tools>Scale(option box), and make sure "discrete scale" is turned off. That should fix the snapping.
@RHOTISSERIE The Joints still have some offset from the previos joint, and they will get the orientation of the first joint as the first controller. So just to be safe it is a good idea to make the extra orient groups. At least thats what I experienced. Good questions though :)
wow, you just helped me so much. i am on a deadline to learn this program, cause i need to export to UDK for animation.(im designing a game) and this helped so much, really great tutorial, thank you!
You probably know this but to anyone who wants a shortcut simple way to create a box control curve ( Create a poly cube and in the Attribute editor under "Drawing Overrides"--turn on "Enable Overrides" and turn off shading, it's a bit quicker than making one from scratch. Your Rigging skills must be right on par now after making all these recordings ! good stuff.
itchcitizen2 5 days ago in playlist Rig a Character in Maya from A to Z
I've watched several different tutorials on Maya and I have to say even though I have a hard time understanding you sometimes you're still the best. Thanks!
RandaddyFilms 1 week ago
THANK YOU SO MUCH!!!!!
cathrainkawaii 3 weeks ago in playlist Rig a Character in Maya from A to Z
These tutorials are awesome, I am currently rigging a character for a short movie and this is helping me sooooo much (my teacher's tutorial sucks). Thank you for doing this!
Spindelfobi 3 weeks ago
at the first of the tutorial. you tried to freeze the transformation of the joint. only rotation and scale can be freeze because maya system needs to know what is the location of the joint.
And in this tutorial and some others, you create ctl first , parent , unparent , and duplicate to put one into the other. Actually, it's faster if you group the ctl when you create it. The group would be the ORE, and ctl would be the ctl
lintingying 2 months ago
@lintingying Thanks for your input :)
About the ORE group. Yes you can do that, but without parrenting you can't really be sure the rotation is 100% correct. And its really important that its spot on when it comes to rigging. If you use the comet script for maya there is a script which creates the group with the right orrientation for you. without the parent/unparent stuff :)
PolyFacecom 2 months ago
your tutorial made me break my keyboard
efrumtm 2 months ago
Finally a fix for the damn curve orientation! Thanks a lot, been struggling with that for a while.
mimikawaii7386 2 months ago
I love you dude.. you actually just solved my rotate issues for the handles. THANK YOU SO MUCH!
Ra1nb0wS1x 2 months ago
he sounds like he is Danish?!
RAWenergystream 3 months ago
whats the song the beginning btw.
Hboybowen 4 months ago
Hello my friend, i am an animation artist who is working on a film, and i just thought it would be very nice to just thank you for your unselfishness in teaching your animation, i think your great, thanks for the help in rigging,
tagboy1000 5 months ago
hey, wonder if you can help me, i have been trying to follow this tutorial, but when you do the zeroing out of the rotations at 11.40 minutes in my nerb circle just seem sto ends up parallel with the shoulder, withing the mesh, but paralle, like if you look at your one, mine is done like a 90degree turn for ssome reason.#
Hope you can help
MrJasonmcleish 8 months ago
This tutorial sucks at all ....many mistakes
Ailidan 8 months ago
For some reason I can't delete the L_upperarm_ctrlOREshape without deleting the other part (L_upperarm_ctrlORE).. does anyone know why?
Tcoope10 9 months ago
Comment removed
Tcoope10 9 months ago
Not sure if anyone told you, but I think I know why it's snapping. Check in your Modify>Transformation Tools>Scale(option box), and make sure "discrete scale" is turned off. That should fix the snapping.
jidus 9 months ago
Just what I needed my friend thanks animation is tough :P
Darkseeker109 9 months ago
For future refference the Box for the shapes is called a "check box". :]
TheRedMoonProject 10 months ago
@RHOTISSERIE The Joints still have some offset from the previos joint, and they will get the orientation of the first joint as the first controller. So just to be safe it is a good idea to make the extra orient groups. At least thats what I experienced. Good questions though :)
PolyFacecom 11 months ago
Thanks for the help. Your tutorials are awesome.
aaaDKaaa 11 months ago
The thing you mentioned at 9:00 minutes should be discrete scale. Go to tools settings when scaling is on and uncheck discrete scale should do it.
pchackal 11 months ago
9.00 minutes in you mentioned the scale tool being funny, if you go into Scale settings and reset the tool it sorts it out :)
finnbwin1 1 year ago 3
wow, you just helped me so much. i am on a deadline to learn this program, cause i need to export to UDK for animation.(im designing a game) and this helped so much, really great tutorial, thank you!
chimichanga2112 1 year ago
you were asking why the Control vertexes of your curve are snapping (09.00).
When you hold down "r" plus left mouseklick you'll get a menu that says "snap scale" i think you had it selected.
thx for the great tuts by the way, really appreciate it (:
!!!!!!
Suger18 1 year ago
Comment removed
Ipodtouchmaniac100 1 year ago
better than Gnomon's rigging DVD's! awesome!
ryanweirdy 1 year ago 3
@ryanweirdy
Wow thanks a lot for the nice compliment :)
PolyFacecom 1 year ago
Very Informative , A+
shopcola 1 year ago