Maya Animation :: Character Rigging - Model Moves Separately From Skeleton

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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Maya Animation :: Binding Skeleton To Character With Hair

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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Maya Animation :: Rigging Character In Relaxed Pose?

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several animation forums that people prefer to rig a character in relaxed position and that the T-pose is pretty much outdated.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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Maya Modeling :: Rigging And Animation - Model Shoes And Socks

Nov 3, 2011

I am almost done with my model. He is in a naked state for the sake of making sure the anatomy is correct. I am preparing to rig, texture, and animate him. I plan on modeling the shirt and pants separate and use Maya's nCloth for those. I have also modeled glasses that are a completely separate mesh that will need to follow every movement of the head of my model.

Here is my issue, I am puzzled on how to model my shoes and socks.

1) Should i model them as part of the legs to eliminate further animation?
2) Should I model thee shoes and socks separate from the legs?

way to form a hierarchy where i can model everything individually and then make the main body rig a parent to everything secondary (shoes, socks, glasses, etc...)?

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Maya Modeling :: How To Bind Skeleton Of Character To Skin

Jun 29, 2013

I'm just trying to learn the very basics of making a simple character. When I paint on any polygon shape, the same paint stroke is painted on all the polygon shapes of my character. What i've noticed though is if I separate the polygon meshes I can paint on them separately, but then that makes it impossible for me to bind the skeleton of the character to the skin.

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3ds Max Animation :: Character Rigging For Production

May 12, 2013

Moving the Global Control moves the entire rig - Awesome.
Rotating the Global Control rotates the entire rig - Also Awesome.

But when I scale the Global Control, the bones associated with the arms don't scale. To clarify: The arm bones still conform to their position/orientation constraints, as well as the IK chain, but they remain the same size upon scaling.

I'm following along with Delano Athias' "Character Rigging for Production in 3ds Max", provided by Digital-Tutors.Upon closer inspection, the IK side of things also moves when rotating. Almost as if the swivel angle is changing (currently its parametres are wired to an arm Control)

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3ds Max Animation :: Rigging Character Using Bone Systems

Apr 2, 2013

I am having trouble rigging my character using the bone systems in 3 ds max. I boned out the front leg and cloned the bones for the other front leg, and that went well. the problem came when i tried to create the bones for the back legs. When i try to make the bones, they will only go on the x and y axis. I think the z axis is constrained somehow.

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3ds Max Animation :: Rigging And Skinning A Game Character In Pieces?

Nov 28, 2011

I'm wanting to know the best way to make different game outfits for a character. I want to be able to switch out between a couple different torsos and still have the same head model and rigging with animations still working.

I'm not sure if this is the best way or not but I detached a cylinder into two separate pieces.

Then I skinned and weight painted one half of the cylinder, weight painting the seam 50% to both bones and decreased that amount as I went father away from the seam. Then doing the same thing to the other half of the cylinder.

For example if this was the game character I would detach his arms, legs, and head from his torso and do the same thing I did with the cylinder.

I've included a link to a video of the cylinder bending.

[URL]

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Maya Animation :: How To Join The Skeleton With Skin

May 15, 2013

I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.

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Maya Animation :: How To Create A Skeleton For Cylinder

Aug 27, 2010

how to create a skeleton for just a simple cylinder. I use the joint tool and create the joint in the end, in the middle, in the other end. I use the smooth bind to bind the skin with the skeleton, and then ik handle tool selecting the both end joints. But when i move the ik handle the object will not bend even though the skeleton is bending. I can only point the cylinder in the direction i want it.

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Maya Animation :: How To Smooth Bind A Mesh To Skeleton

Nov 18, 2011

How can I smooth bind a mesh to the skeleton and have everything start out at 0. (so basically nothing gets moved by the skeleton.) So that I can add the weight wherever I want manually.

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Maya Animation :: How To Create Human IK Control Rig From Pre-made Skeleton

Aug 20, 2010

How to create a Human IK control rig from a pre-made skeleton? I have matched the hierarchy and naming conventions of the pre-made skeleton to the that of the Human IK Skeleton Generator, but I keep getting an error that says, "Invalid skeleton or no skeleton. Can't create new rig."

Can even gotten the Create Rig function to work? If so, how did you set up your skeleton?

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Maya Animation :: HumanIK Control Rig Not Attached To Original Skeleton?

Sep 1, 2013

i have a model, bound to a skeleton, which is all green-lit in the character controls window.  however, when i create a control rig for it, maya creates a new skeleton which the rig controls (working fine) but that is not attached to the original skeleton.  what do i need to do to get them linked or to get the auto-rig to manipulate the skeleton that is bound to the geometry already?  see attached image as how i can move the bones in the maya created skeleton and its IK, but it doesnt affect the originals (ignore the custom rig panel, that was just me trying another approach to bind the default control rig to a previously made rig that does work)

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Maya Animation :: Delete Transform Nodes In Outliner Hierarchy For Skeleton?

Oct 7, 2011

I'm using Maya 2011 and I'm noticing, there are transform nodes in the outliner hierarchy for my skeleton. Should these be deleted? Some of them delete cleanly and some of them delete taking the bone with them. ???

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Maya Animation :: Importing Rig - Skeleton Joints Appear And Hard To Click On Controls

Feb 7, 2014

I'm looking to import a rig into a maya scene but every time I do the skeleton joints appear and it's hard to click on the controls. I have opened up the rig file and it's completely fine with no skeleton showing. Why is this happening?

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Maya Animation :: Rigging Cylinder To Bend In Arc?

Nov 28, 2010

So I'm trying to rig this arm to bend, but with more "bow" than "bend", if you get what i mean..

I thought I could create an IK handle, but at the moment it bends only at 1 joint. I would like it to bend further up the arm,in an arc shape.

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Maya Animation :: Volume Preservation In Rigging?

Nov 13, 2010

What is Volume Preservation in Rigging.

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3ds Max Animation :: Rigging A Weapon To Soldier Model?

Apr 1, 2011

Coming to my specific issue as hinted in the title above:

*I have 3DS Max 2011.

*I am working on a soldier model. The soldier has a rifle as his weapon. The soldier + weapon model, after animation, will be exported to a game engine.

*Some of the animations that the game needs are:
-Reloading the rifle from a standing position.
-Shouldering the rifle and firing from a standing position.
-Fixing the bayonet and stabbing forward.
Etc etc.

*The game needs several different soldier models (each with its unique uniforms). But the weapon for all the soldier models is the same rifle.

*Thus, it would be advantageous if I animate the soldier and the rifle together but export the animations to the game engine separately (i.e., the soldier animation separate from the rifle animation.) This way I can connect different soldiers with the same rifle in the game.

* I am done with the low poly models for both the soldier and the rifle.

*I have rigged the soldier model and skinned it. The walk cycle looks decent. I am using CAT by the way.

*Now the question is, how to connect the rifle to the soldier model so that it will be easy for me when it comes to exporting the animations.

*After going through a lot of posts here and YouTube videos, my vaugue thoughts are along the following lines:

-Create two dummy helper objects and attach them to the soldier's hands.
-Attach the rifle to the dummy objects.
-Animate the soldier. The rifle,through the dummy object linkages, will follow suit.

1* Does the above plan seem workable?

2* When connecting a dummy object to the soldier do I use a "Link Constraint" or an "Attachment Constraint"?

3* When connecting the rifle to a dummy object do I use a "Link Constraint" or an "Attachment Constraint"?

4* Once I am done with an animation ( say reloading) how do I split the combined soldier + rifle animation into two to be saved as soldier animation and rifle animation separately?

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Maya Animation :: Train Or Tractor Trailer Rigging?

Feb 9, 2012

I need to rig two objects together that follow one another the same way a train car or truck-trailer rig would. I've Googled for days and have tried several different constraint and skeleton options but haven;t been able to figure this out yet.

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Maya Animation :: How To Keep Clusters In Alignment With Bone Rigging

Sep 9, 2011

Best way to keep clusters in alignment with bone rigging. I'm trying to parent clusters that control facial movements to the head bone of my skeleton so as when I move my character about the clusters retain there position in relationship to the face.

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Maya Animation :: Knee Popping Out To The Side During Rigging Process?

Nov 20, 2013

I am having a problem while rigging a series of characters modeled by my company. I have set up a reverse foot and a no-flip knee (Art of Rigging Vol. 1's method). The leg functions properly, my attributes work fine, but I am not using a pole vector for the knee and when I raise the foot control the knee pops out to the side. 

 I never use a pole vector, I use a knee twist attribute. However, even after experimenting with a simple pole vector constraint on the ankle/leg IK to a locator, this still happens. I have had to counter animate the knee on the last 4 characters because of this. 

 Unfortunately, these models aren't in a true T-pose, the legs are wider than the hips, and the toes and knees are pointed outward. I create the bones, then orient the rotation down the chain so the orientation is correct--- I'm wondering if this is happening because the leg bones aren't going straight up and down, but more trying to follow the contours of the model. And no matter if I use a no-flip knee, a pole vector, or what, the knee STILL pops out to the side. It's making animating these models a pain in the butt because I'm constantly counter animating the knee so the leg is straight on simple things like run cycles. 

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Maya Animation :: Interactive Skin Binding - Whole Rigging And Skinning Process

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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Maya Animation :: Rig Moves The Joints But Not The Body?

Jan 10, 2014

I picked up two characters that I had working just fine about 3 years ago. Somehow, when I imported them into the same file, the skins came unbound. Annoying, but not insurmountable--rebind and weight painting took a couple hours. However, while the controls move the joints and deform the skins, the global move controls do not move the characters. It seems like the main mass of the bodies are stuck in place.

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Maya Modeling :: Selecting Face Or Vertices Moves Whole Model

Nov 23, 2011

I am trying out Maya 2012 and when i select faces or vertices and try to move on individually, the whole model move. I don't need that, i just need to move the face or vertice alone not the whole image. Also is there any way to download tutorial and installing it into Maya 2012. where i am working with Maya 2012 don't have internet to browse right away.

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Maya Animation :: Map Data To Character

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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Maya Animation :: Character Goes All Scrambled?

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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Maya Animation :: Add Object To Skinned Character?

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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Maya Animation :: What Is Common Technique For Having Character

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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Maya Animation :: Detach Object From Character Set?

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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Maya Animation :: Character Physical Interaction?

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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Maya Animation :: How To Bind Skin For A Character

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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