Maya Animation :: Control Pivot Axis?

Aug 14, 2011

i am a 3ds max user but had to switch to maya for this project. I am trying to make the ctrl pivot axis to follow the bone axis but I dont know how to do it in Maya.

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Maya Animation :: Control Curves Rotation Axis Coinciding With Joint Rotation?

Jul 15, 2011

When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.

Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)

We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.

how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?

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3ds Max Animation :: Use Of Two Pivot Points To Control Movement Concurrently In X And Y Plane?

Oct 23, 2013

How does one implement the use of two pivot points to control movement concurrently in the X- and Y-plane?

I 've added a Link Constraint to the salmon colored component which is linked to the red cylinder pin at far left.  This pin has a Path Constraint to an Arc path which is orientated left-to-right and arching up.  The pin at right has a line Path Constraint that moves down and to the right.  Still image 01 shows the retracted position.  Still image 02 shows the animation at 50%, the Fowler hinge follows nicely the path of the left most pin quite well.  Notice no movement occurs in the down direction that would be imposed by the right pin - if it worked/was set up properly.

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Maya Animation :: Setting Up A Rope For Animation Based On Control Panel

Jan 20, 2011

I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:

1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated

Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.

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Maya Animation :: What Is World And Local Axis

Feb 7, 2011

Definition about world and local axis,What is different between both.

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Maya Animation :: Spin Object - Rotate It On One Axis

Oct 26, 2010

If there is a quick easy way to spin an object, rotate it on one axis through the 360 degrees a number of times.

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Maya Animation :: Local Rotation Axis Display?

May 31, 2013

For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.

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Maya Animation :: Setting Rotation Axis Of Object?

Jan 1, 2011

I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:

I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....

I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.

I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.

See the image in the attachment

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Maya Animation :: How To Adjust Rotation Axis Of A Joint

Oct 18, 2010

how do you adjust the rotation axis of a joint. Attached is what am talking about.

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Maya Animation :: 2011 - Adjusting Local Rotation Axis Individually?

Oct 1, 2010

So perhaps I'm missing something blindingly obvious, but in previous versions of Maya, I've been able to simply hit F8 and check the '?' icon to be able to go in and individually rotate Local Rotation Axis to be the way I want.

For some reason I cannot find how to do this now in 2011? I've only been able to do them using the auto-tool.

Looking for the steps I need to take to be able to manipulate the local rotation axis individually as I have in the past now?

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Maya Animation :: HumanIK Control Bending

Jun 28, 2013

I suffer a problem that my arm (rigged with humanIK , Maya 2013) can only bend a little angle but can`t bend anymore.

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Maya Animation :: Bake To Control Rig In HIK Causes Twitching?

Sep 17, 2013

I have made a custom rig, mapped it to HIK and got a set of perfectly working controlers. I have used them to animate by hand before without problem but now I have a skeleton from mocap data that I want to use instead.
 
So I go back to an older save of my project and import the file that I want to get the animation from. Then I make this new skeleton the source and everything looks good. My model is moving just like the mocap skeleton. Great. Since I need to tweak it somewhat and don't want to loose my controls, I then bake the animation to the control rig. This is where things go weird.
 
If I bake to every frame, all is well. That would make it a living hell to edit later on though so I only want something like every fifth frame. But if I bake only every fifth frame, the animation gets super twitchy in between some of the frames. And I don't see any trace of those movements in the graph editor.
 
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Maya Animation :: Skin Not Following Control Rig Anymore

Mar 11, 2013

couple of days ago i finished rigging, positionned my character in a nice pose for a render then closed maya. Foward a couple of days, now when i move my rig the character is not following it, he stays in the same pose as he was like if he was frozen.

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Maya Animation :: How To Constrain A Human IK Control

Dec 5, 2011

imagine you have a HumanIK character and a vehicle like motorbike or similar, and you want the character to drive the vehicle. Ok then: Parent the reference node (your_character_name:Reference) into your vehicle root. Ok, works fine but now you need to constrain or parent the control of the hands to the handlebar. With maya constrains not work fine and don't know why.

How i do? i need to create a Auxiliary Node in the Character Controls?

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Maya Animation :: Constrain HumanIK Control To Object?

Dec 6, 2011

imagine you have a HumanIK character and a vehicle like motorbike or similar, and you want the character to drive the vehicle. Ok then: Parent the reference node (your_character_name:Reference) into your vehicle root. Ok, works fine but now you need to constrain or parent the control of the hands to the handlebar.With maya constrains not work fine and don’t know why.

i need to create a Auxiliary Node in the Character Controls?I’m trying with Parent Constrain, Orient, Aim.. and don’t work properly: Position (tx,ty,tz) work’s fine but X-axis of rotations are inverted… when turn the handlebar to left, rotation turn to right.i trying with offsets or any parameter in the constrain but nothing..

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Maya Animation :: Why Joint Orientation / Rotational Axis After Rotating Bone / Freezing Transformation

Nov 21, 2013

I want to know after rigging why should i orient joint in the attribute editor using the channel "joint orientation". Because i can easily fix the rotational axis after rotating the bone and freezing transformation.

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3ds Max :: How To Pivot Object On Y Axis

Jul 3, 2011

I have several objects in a circular array. I want them to pivot on the y axis only so the Z faces toward the camera. How do I do this without the other axis (X,Z) rotating as well. The look at constraint wants to pivot on all three axis.

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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 :: Control Curves Spontaneously Change When Saved

Aug 20, 2013

I set up my file. I set my controls to where I want them. The Control Curves are in position. I save. Everything is going well.When I reopen the file, control curves have spontaneously moved. Without permission.I've done several experiments with different results, but the same problem: the control curve of my rig are moved from where I had them when I saved the file.

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Maya Animation :: Bind A Facial Control Panel To Rigged Character?

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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Maya Animation :: Control Rig Forcing Rotation Key Tangents To Linear Button

May 6, 2011

1. Windows/Animation Editors/HumanIK/Skeleton Generator - Generate Skeleton
2. Create control rig for it.
3. Set keys to rotate shoulder down and back.

Keys are linear by default and cannot be changed, except to "stepped". Clicking Spline, Auto, etc. Doesn't change anything. Works fine on translation curves. URL....I accidentally check the "force FIK curves to linear" button? It's totally killing our animation pipeline.

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AutoCAD Inventor :: Camera Pivot Changing Position Alone - No Control?

Aug 23, 2013

For some reason, the camera pivot has changed..Whenever I set it to anything, it keeps going back to the stupid configuration of being 5 meters away from my plot... which means the slightest rotation makes me lose the view.

I tried using the navigation the navigation wheel's "center", but it sets it in two dimensions of the projection's plot on my screen, which is not enough.

And I tried the command alias "3DO", but every time I do it, it works only once... and for some reason the camera pivot gets lost again on the next move.

how to change the camera pivot position by entering it somewhere like (0,0,0).

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3ds Max Animation :: How To Lock Z Axis Of Object With Upper Arms Z Axis

Jan 25, 2013

I'm rigging a shoulder pad to a biped and I'd like it to only rotate on one axis. Google hasn't been that useful, and I hope I don't need scripting for this kind of minor thing. I'm rather new to 3Ds Max Design but I'm learning fast and liking it so far!

I've attached what I want to effectively accomplish. I'm looking for a way to lock the z-axis of the object with the upper arm's z-axis.

EDIT: Reduced picture size.

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3ds Max Animation :: How To Rig A Tripod With 4 Pivot Points

Feb 2, 2013

How to rig a tripod with 4 pivot points...Two fixed points and two non-fixed? I have tried everything I can think of.

Legs should simply fold out like folding table legs, then retract back flush with tube.

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Maya Modeling :: How To Move Pivot Point On Mac

Aug 20, 2013

We are just trying out Maya on the OSX Platform.
 
In the tutorial that we are going through, we are asked to select 2 curves, center the pivot point, and then hit the 'Insert' key to allow us to move the pivot point, and then holding down the 'C' key we should be able to move the pivot point along the curve.
 
Looking around we found that if you hit the 'fn + left arrow' keys you are meant to get the same as using the 'insert' key on the PC, but this is not right, and also when you try to hold down the 'C' key it does not allow the pivot point to be constrained to the curve.
 
So where is the 'Insert' key on the Mac?

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Maya Modeling :: How To Zero Out Pivot Point Rotation

Jul 29, 2012

I am puzzled about how to zero out rotation my object's pivot point when I rotate said pivot point using the "insert" key (on a pc). Furthermore, any subsequent object I make after that has its pivot point off just like the first object when I rotate its pivot point. In fact, even when I start a whole new scene, the pivot point rotation of any object is off just like the first time I rotated the first object's pivot point in a previous scene.

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Maya :: Modify Pivot Crashing 2012?

May 3, 2012

The video pretty much explains it. Randomly when I move the pivot (d) and snap to point (v) it crashes on mouse release. This has been happening recently more than is acceptable.

I included about 30 seconds up to the issue to show what exactly I was doing before the crash.

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Maya Modeling :: How To Move Pivot Point

Jun 26, 2013

How I can move pivot that camera rotate around?

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3ds Max Animation :: Multiple Pivot Points Per Object?

Dec 23, 2011

I've got several objects that require multiple Pivot Points per object or per Group of Objects.

As close as I've come to solving this was a local movement wire parameter effecting local pivot of another object, however, it pivots the wrong direction (clockwise instead of counter clockwise)

It would be nice to just be able to apply a secondary pivot point for an object natively in 3ds max.

I've read, you can do this with IK solver and a pin constraint. However, I'm using 2012 and I do not see pin constraint in my options.

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Maya Modeling :: How To Disable Component Use Object Pivot

Mar 11, 2009

I've been using Maya for over a year and I've starting seeing some weird error. In edit mode, I select a couple of verts. I can transform, rotate, and scale the verts relative to the selection's center. However, recently whenever I want to scale my selected verts the scaling origin goes to the center of the object instead of the selection. This becomes somewhat irritating since it doesn't give the expected results. I've included a few pictures demonstrating my problem.

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