Maya Animation :: Attach Brush To Character Hand For Interactive Writing On Object
Dec 1, 2012
I've a character writing on something (it could be paper, wall, etc). Now I'm looking for a way that attaches brush to his hand for interactive writing on that object.
Don't say I have to sync it manually! it's a close up shot and motion captured movement. Indeed it's really complex movement! Imagine you are painting on a sphere with Maya's texture paint tool.
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Feb 26, 2014
I am trying to get the hand to write with a pencil. I pose the hand and fingers holding the pencil and constrain (parent constraint with offset) the pencil to the hand's wrist controller and freeze the pencil's translation attributes. When moving the wrist controller creating key frames or translating in the UI, the pencil does not follow the hand/fingers. There seems to be an offset with the pencil that get worse the farther I translate or rotate the wrist controller. I tried doing the same with just the fingers and getting the same result.
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May 13, 2009
I am trying to attach an object to a motion path but when i do the object goes to the beginning of the path but when i move the time slider nothing happens and when i move the object it isn't attached to the path.
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Jan 1, 2012
I have setup everything for my charecter painted weights, so im now ready to animate but now i watched that my charecters eyes are not attached...im a newbie so i've struggling here....i like to combine the eyes to face..i dont animate eyes..
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Sep 30, 2010
I have an animated character from which at a certain point i need an object to be 'detached' from the character and animated on its own, problem is as soon as i want to manipulate that part of the character i get this gray manipulator tool that tells me nothing will move, should i give up my whole dream upon this? Maybe i should have visibility turned and switch to a duplicate up to that point in the timeline, problem is i havent been able to move a duplicate either so far, back to hell.
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Jun 17, 2013
I am trying to rig a HumanIK character so that both of his hands will stay attached to an object (gun, sword, bat, golf club, etc.). I can get the object parented to one of the hands and it follows along as expected, but cannot for the life of me figure out how to get the other hand to automatically stay attached to the object or follow it.
I've tried parent, point, orientation, etc., constraints using locators, the IK effector itself (wrist) and a few other things. It seems the HumanIK programming keeps a firm hold on the effectors and won't let anything other than the software drive them.
My HumanIK rig is properly setup and its definition locked. Using Maya 2013.
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Mar 28, 2013
I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?
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Dec 17, 2013
Is there a best practices for attaching props to HIK rigs in maya, like cups in hands, etc.?
I thought things were working well when I parented the prop to the hand control as everything looked fine in the viewport, but then I do the nice render and the prop floats around the hand.
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Sep 18, 2013
I'm pretty new to the whole rigging and skinning process, so in order to skin my model I've used the Interactive Skin Bind Tool (Skin>Bind Skin>Interactive Skin Bind Tool) which so far hasn't caused any problems. But when I started to modify the weighting on the geometry it appeared that the weights are reversed meaning that when using the Interactive Skin Bind Tool (Skin>Edit Smooth Skin>Interactive Skin Bind) on the left leg, I actually modify the weights on the right leg and vice versa (see image below).
(Btw, I'm using Maya2013 Students Version).
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Jul 21, 2011
I am trying to map the mocap data to my character. In order to do that, i thought i just have to label the joints for each character and retarget. but in maya 2012 i cannot find the re targeting menu. I just found out that there is something called HumanIK, which i am guessing that it is very new.
Is there a way to use the mocap data in visor and map it to my character in maya 2012? without using HumanIK characterization Tool? also can i use mocap data(skeleton) in visor as HumanIk character ?or it is two different thing?
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Feb 1, 2011
Aright i tempered with my character a bit, now as it walks the skin keeps moving along like in the old cartoons
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Dec 9, 2012
The basic premise is that I've built a grid of 100x100 tiles and aim constrained them to a locator. Now I'm wondering if I could somehow attach an "area of effect" to the locator so that only the closest tiles aim at the locator and the rest lay unchanged?
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Oct 10, 2011
a few things involving cameras. My assignment was to use our plane that we modeled with poly's and animate it on a motion path(used cv curve tool) and have a camera above it follow it. Now I got that down perfect.
But what I don't have a clue on, is how do I attach a camera on the same motion path as the plane and have a camera angle right behind the spinning propeller? Like a cockpit view.
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Apr 30, 2013
I know how to do a walk cycle, but how do I make my character turn right or left when he is standing still? I can animate him turning but then my character control is facing in the wrong direction. If I animate him turning and then rotate him opposite the control as I rotate the control in the correct direction it looks wobbly.
What is a common technique for having a character make a turn?
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Sep 4, 2011
I recently watch a movie with a couple of dinosaur characters fighting each other, and now I wonder: dealing with a lot of potential geometry interpenetration scenarios?
How do you deal with characters physically interacting with each other, as in two characters fighting, or hugging? Do you know if there is any nice tutorial covering that subject? I do not mean about clothing. That's a matter of dynamics and simulation.
regarding characters interacting with objects. Imagine a human character lifting a huge heavy barrel. The arms around that barrel should look like pressing against it. Or a person stepping up an extension ladder.
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May 5, 2011
I am currently trying to bind the skin for a character using a rig created from a Digital Tutors Tutorial. The rig I've build seems to be working fine however when I created the smooth skin bind the thighs collapse when the leg is raised. I've tried fixing it using the interactive skin weight tool but it doesn't seem to make any difference. i have included pictures of a quick render as well as the weight influence of the knee and hip joints.
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Nov 8, 2013
I'm currently rigging a character who is standing in a relaxed pose. Everything works fine until I get to the hands. The hands are also relaxed and a bit bent which makes it a bit hard to get the joints exactly where I want them. I have to jump between every viewport view to tweak the joints.. and it's rather tedious. I've read on several animation forums that people prefer to rig a character in relaxed position and that the T-pose is pretty much outdated. I watched a video from Naughty Dogs (the studio behind Uncharted game-series) and apparently they rig their characters in relaxed pose.
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Jun 1, 2012
I'm having tons of trouble with the hair system for a character I've made. One that I'm very stumped on is for the rigging. I have a skull cap with hair on it and then the character separate. I have created a skeleton with which I want to smooth bind to the skin. While the smooth bind seems to be working, I'm having issues with the hair not following the global skeleton when I move it. The character herself moves, but her hair stays put and I don't know where to go from here to make her hair follow. I have tried combining the skull cap and character. I have tried grouping the skull cap and character. I have tried just about everything, but the hair will not follow. The most I could do was make the follicles and skull cap move, but not the hair. Any way to get the hair constraints to move along with the hair system after it has been binded, that would be great too as I have used hair constraints to form her hairstyle.
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Sep 14, 2011
I have 2 identical files. same character, same rig, same character sets. One has animation. Can I just copy the curves of one character set and somehow put it into the character set of the other file?
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Sep 2, 2010
I'm trying to animate a simple character's neck growing along a bendy curve. The head and shoulders need to be fixed at either end of the curve. It would be great if I could avoid ugly texture stretching too.
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Sep 18, 2010
For certain and obvious reasons i need to delete history, problem is since i never deleted it, certain problems occur, like the very binding of my character to the skeleton is undoed, is there a way out of this mess, i just want the texture to stop moving when animation starts.
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Apr 3, 2013
I am working on (yet another) minecraft character rig xD
So i have set up a facial control panel, using blend shapes and driven keys, but i need it to follow my character. If i parent it to the head, i doesn't follow when i grab the skeleton and move the character around, and if i bind it to the neck joint, i am not able to use the control panel, because the movement of the controls are locked, since they're binded to a joint.
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Sep 16, 2013
I have a mocap cycle cleaned up and read to cycle, with and without translation, the cycle with translation is perfect because it avoids the sliding feet probelm.
Is there a way to give this cycle a path to follow so it can walk along this path and take curves and those things?
I'm looking around the net, but I don't seem to be able to find anything, the only thing i was able to think of is the path contraint, but, if i'm right, it won't respect the cycle translation, and i can use it without translation but it will be hard to avoid the sliding feet problem.
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Jan 26, 2013
I am having issues with rigging a simple character in Maya 2013. I was able to set up the joints and the skeleton but when I move the joints to start animating, the model moves separatly from the skeleton. It seems to be moving in the same direction but exponentially more than the skeleton, creating separation between the model and the skeleton. I am new to rigging and was going off the tutorial and am stuck at this point.
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Nov 14, 2013
I wanted to make a walk cycle animation, How to move a character up and down without affecting the feet position?
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Oct 14, 2011
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
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Sep 28, 2005
I've tried selecting letter by letter, and then selecting the whole block with the square marquee and then using grow...but nothings working.
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Jul 7, 2013
I am new to PSE 10 and need extracting the hand writing from this old leger book.
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Jun 25, 2011
say objectA and objectB are both Parent constraining objectC. how would I remove the constraint of say, objectB? because in the outliner it only shows up as 1 constraint that has 2 W values.
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May 3, 2011
Is it possible to make an object, say a NurbsSphere to always be on top of the geometry in the viewport, like x-ray on joints. That way, I could use a small sphere in say the Elbow as a controller, and it could be inside the mesh but not hidden. Much like what you see here:
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Is that really not possible?
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Sep 17, 2012
I'm a presumed hobbyist trying out 3DS Max and Maya for the first time. I'd like to know if there's a quick and dirty way to use a photograph to attach a face to an existing character or avatar.
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