Maya Character Rigging - Photoreal Troll Set Up

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Uploaded by on Oct 30, 2010

http://puppettd.com/

No Muscles included, pure skinCluster deformations ;)

Photoreal troll setUp with dynamic point controls over the whole body, that moves with the mesh and deform the mesh at the same time for adding extra deformations and, or faking muscles movements.

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Uploader Comments (instruct9r)

  • really cool rig man and i love the deformation..

    i still have problem with the clavicle on the back of the character..even if i use muscles

    what kind of setup do you have for the sheulder?? your looks so good

  • @acamporota

    For this character i used only skeleton and weights, nothing more. The shoulder are consist of Clavicle, Shoulder, 2 Bicep joints (For twisting the upper arm) and scapula at the back. I think for good shoulder deformations you have to play with the correct possitioning of the bones and then a good time spend for the weighting. Also play with the Rotate order of the joints so they don't flip....

    thanks

  • @instruct9r oh i think what i miss is the scapula..i dont know how to set up the rotation of the scapula?

    i didnt find anything on internet...

    any suggestion?

    thanks for the reply

  • @acamporota

    I'll try to explain... Make a joint chain of 2 joints Aiming downwards. Put a locator at the end and aim constraint that chain at the locator. THe locator you can parent constraint to the Chest joint. The scapula joint chain you parent to the clavicle so it moves with it. This way when you move the Clavicle the scapula joint will rotate aiming at the locator... THere shoud be some videos in youtube

  • man i love that rig. Seriously beautiful work. I need a little tip on linking my ik and fk skeletons together so that i don't have to blend or snap and that I can just grab controllers and animate.

  • @sonicist1 hm wow.. just read that comment... If you still havent found a way.. i have to tell you that you'll have to do it with MEL. There is no other way as far as i know to make Ik\Fk Match... With MEL or Python.. you just take the global position of the FK wrist and paste these on the IK controler and vice versa...

    cheers

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All Comments (18)

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  • @instruct9r mm ok i think i got it...

    so basically the joint of the scapula should point downwards right? but when i place the locator..where shoudl be exatly? just at the end of the scapula chain?

    because i try this and i have problems when i roteate the shoulder foward..

    maybe because i place wrong the joint of the clavicle and the scapula?

    i dont know if i should follow a realistic skeleton or place the clavicle in the middle of the mesh :/

    sorry if i bother you :/

  • @instruct9r sweet man if you could swing by my channel page and maybe put some sample code in my inbox that would be sweet, if not it is no big deal. I would love to just study your rig and I have some quicktime stuff of a couple of my rigs and would love some pointers if you have time.

  • This is an awesome rig! I'm still new to the whole rigging your character stage and I am still having trouble rigging arms and heads. You wouldn't perhaps know any good books, videos or other types of tutorials that might be of good use when it comes to rigging? Thanks!

  • awesome rigging !!!

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