Kasper Larsson explains some of the math behind an advanced squash and stretch rig in Autodesk Maya.
The Post Understanding the Math Behind a Squash and Stretch Rig originally appeared and published on %%BLOGLINK%,by lesterbanks
Kasper Larsson explains some of the math behind an advanced squash and stretch rig in Autodesk Maya.
The Post Understanding the Math Behind a Squash and Stretch Rig originally appeared and published on %%BLOGLINK%,by lesterbanks
Rigging Dojo's Brad Clark offer a look into exporting and importing skin weights in Maya, using a data method rather than the image map method.
The Post Maya Has Two Ways to Export Skin Weights. Which Do You Use? originally appeared and published on %%BLOGLINK%,by lesterbanks
Rigging Dojo posts a quick look at making the task of painting weights for face joints much easier… just turn off the joint display.
The Post Joint Display Can Make Painting Weights Easier in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
Andrew Christophersen shows how you can create a wheel rig in Maya that will work on all axis, by using world vectors instead of using single axis circumference math.
The Post Build a Wheel Rig in Maya the Proper Way Using World Vectors originally appeared and published on %%BLOGLINK%,by lesterbanks
A Space Switch is really important concept in character rigging. One of the rigging challenges is managing parents and spaces of a rig and being able to switch between them easily. Really, a rig should consist of a hierarchy of spaces. This will allow an animator to temporarily alter the parenting of the character’s parts
The Post Create a Space Switch for Multiple Spaces in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
Giovanna Coutinho is a Character TD and Rigging Artist for Rooster Teeth, working on shows such as RWBY Chibi and Red vs. Blue, and here she covers her workflow for creating corrective Blend Shapes in Autodesk Maya. Giovanna uses a script to extract deltas from a sculpt that can then be used for corrective blend Shapes.
The Post Corrective Blend Shapes By Extracting Deltas in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
You have set up joints for what will be your character rig in Maya, and wouldn’t you know it, some don’t rotate correctly. Likely, it is due to the joint’s rotational axis being off from the rest of the joints in the rig, chain, or itself. …you’re about 90% done orienting your joints. The trouble
The Post Easily Flip the Primary Axis for Joints originally appeared and published on %%BLOGLINK%,by lesterbanks
What exactly is proxy skinning? Like using any other proxy, you are able to work on the skin weights of a mesh through a proxy object, or some representation as a substitution. The substitution doesn’t necessarily need to be a lower resolution version of the original mesh, but it can be in some cases. It
The Post An Introduction to Proxy Skinning in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
So… here is something special. A little while ago, Technical Artist Alex Mann sowed off a Shelf Building Rig in Maya. The system using MASH nodes in Maya to act as a shelf-building asset, automatically generating books and shelves. (watch the video example below) If you have seen any of Itoo’s RailClone examples, this would
The Post Create a Shelf Building Rig in Maya With MASH originally appeared and published on %%BLOGLINK%,by lesterbanks
There are more than a few ways to automate interactions in Maya, especially when rigging a character. One of the methods, which is probably the easiest is to use Pose Space Deformers along with Driven Keys. Showing how easy all that can be to set up, is a post from Rooster Teeth’s Rigging Artist, Gio Coutinho. Maya
The Post Animating with Pose Space Deformers and Driven Keys originally appeared and published on %%BLOGLINK%,by lesterbanks
Ever have an issue when setting up pole vectors in Maya? If you have had IK joints that seem to snap out of place when setting the pole vector constraint, you are not alone. Rooster Teeth’s Rigging Artist, Giovanna Coutinho is right there with you. She has run in to this problem a few times.
The Post Better Managing Pole Vectors on an IK Chain in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
A soft mod deformer in Maya can be used for more than just modeling. Chris Lesage is a Character Rigging TD For MoonBot Studios in Shreveport, Louisiana. While working at a previous position with Ember Lab, Chris worked on a short film, “Majora’s Mask – Terrible Fate”. A character needed to have an animatable buying
The Post How to Animate the Falloff Center of a Soft Mod in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
Rivets are handy things when you are rigging. Need to stick a button onto a character’s clothes? You need a rivet. For as useful as rivets are, they are a bespoke item within Maya. There is no “Create Rivet” menu item. You can build one using Maya’s tools though. A typical Rivet will use a
The Post Understanding How to Rig With Rivets in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
What exactly is a Meniscus Effect? It’s the thing that a liquid does, curving its upper surface. Just take a look at water sitting in a glass, and you can see that the water’s surface
The Post Creating a Meniscus Effect for the Eye of a Character originally appeared and published on %%BLOGLINK%,by lesterbanks
Having the option to have bendy rubberized limbs in a character rig can free up animators to create some great poses. Adding that spline rig functionality into character rigs can be more involved that you
The Post Build a Dynamic Cluster for a Spline Rig in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
Are you thinking, “Maya has a quick rig tool?” It does! Added back in Maya 2016 Ext 2, and rolled into Maya 2017, the Quick Rig Tool in Maya. The tool is a simple but
The Post Working With Maya’s Native Quick Rig Tool originally appeared and published on %%BLOGLINK%,by lesterbanks
Maya Collision rig, is a Python script for Maya that builds a matrix based collision system. The script is free to download and very simple to use. Matrix Collision Rig has been around for a
The Post How To Incorporate Matrix Collision Into a Rig originally appeared and published on %%BLOGLINK%,by lesterbanks
Kasper Larsson is heading up a new bipedal rigging course, which will be available on his site, Manoanim. We can check out the quality of the course by Kasper’s recently published lecture from the course,
The Post Make Better Wrist Rotations With Angle-Based Corrective Shapes originally appeared and published on %%BLOGLINK%,by lesterbanks
Iker J. de los Mozos is a Character TD for Walt Disney Animation Studios who recently worked on the visually-rich film Moana. Iker is also an accomplished instructor and lecturer, who has posted a great
The Post A Great Explanation Covering SkinCluster Basics in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks
Kasper Larsson has a look at creating a head aim switch for a character rig in Maya — The “right” way. Certainly there are many ways to make an aim switch, this represents Kasper’s tried
The Post Make a Head Aim Switch in Maya the Right Way originally appeared and published on %%BLOGLINK%,by lesterbanks