Maya Animation :: Joint Tool / Making Chain - Not Connecting And Goes In Random Direction

Aug 24, 2012

I have a problem with making joints in Maya 2013. When I use joint tools and try to make a chain, it won't connect and goes in random direction. I've attached the screenshot. I've just started using Maya.

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Maya Animation :: Rotate Object In Random Direction In Continuous Loop?

Sep 22, 2013

I have a box with a logo on it. I need it to float in the middle of the screen and slowly rotate in random directions on a continuous loop. I'm not good at scripting, but I know there must be an easy way to do this.

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Maya Animation :: 2013 - Joint Tool Bone Radius Won't Change?

Aug 13, 2012

I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.

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Maya Animation :: End Joint Not Matching To Parent Joint (orientation)

Jun 19, 2013

In maya 2012 n 13...the end joint not matching to parent joint...

after creating leg joints are spine joints...we set the orientation of joints..but last joint wil put NONE in option box right....after applying this the end joint orientation still in world axis instead of parent joint..

is this bug are is there any other option(other then jointOrientaion in the joint attributes)..

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Maya Animation :: Bicycle Type Chain Animation?

Dec 22, 2010

For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.

In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!

Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?

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Maya Animation :: How To Proxy A Joint

Sep 12, 2011

How to proxy a joint?

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Maya Animation :: Converging Two Joint Chains

Sep 12, 2013

What I have is a Rig that has two Handles that control a joint chain each and I was wondering if there was any way to Converge both changes into the Joint in the center, because what i am trying to create is a dynamic bead loop. With it as it is the bones facing down are fine, but the ones facing upward falls to the "Floor". 

Is there anyway that I can accomplish this or an easier to do this?

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Maya Animation :: How To Select Joint Hierarchy With The Script

Nov 23, 2010

how to select joint hierarchy with the script

Ex : if we have 10 joints in the scene i want to select the whole hierarchy with script Or if i select 1st joint, then i want select remaining child joints with the script(listRelatives Or listConnecttion).

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Maya Animation :: Animating Joint Rigged Eyelids?

Oct 2, 2012

it seems that i've got myself stuck on the eyelids. I've made a Stickman for animation training because animating interests me. After rigging the whole body and creating the face controls i bumped into a problem i just can't solve. That problem is the eyelids. I've been trying to animate the eyelids to close and to open.

Big problem = Eyes,

they are to big and stick out a lot which prevents the eyelids to close correctly. I've been wondering how they do this in movies and games where they have big eyes but the eyelids close perfectly

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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 :: Joint Orientations Changed After Saving And Reopen

Jan 25, 2012

I am using maya 2012 32bit on windows.

I've painstakingly oriented all the joints in my human ik skeleton and then saved the file out as a backup. When I reload the file and go to component mode to view the joint orientations they are all messed up again. I've gone through this process twice with the same results.

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Maya Animation :: Edit Joint Weights Without Having To Deal With Amount Of Polygons?

Jul 26, 2013

So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
 
[URL]....

This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.

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Maya Animation :: How To Get Random Motion In Camera Animation

Nov 29, 2010

Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.

I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?

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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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Maya Animation :: Skin Conversion To Muscle System Without Converting Every Single Joint To Polygon Bone Object

Nov 10, 2011

Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.

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Maya Animation :: Rotation Of The Ball Into Direction Of Translation?

Sep 4, 2010

I am animating a ball right now, that is rolling all over the place. Would be cool to animate just the translation of an object and not to worry about rotation. Is there a way? Like.. through the expressions or set driven key? Also would be even better if rotation speed increased as the movement speed did.

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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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Maya Animation :: Animate Attributes / Making Fire Ball Explosion?

Jan 28, 2011

I dont know how to animate the attributes of a fire ball i have made..

I read you can right click on teh fade and set the Key but i get no option to set keey when right click.

I wanna make the fader animate a left to right move to change the colour.

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3ds Max :: Make A Roller Chain Animation

Jun 13, 2012

I am attempting to make a roller chain animation. what would be the best method? I have found a fairly good method of creating the chain using array in Inventor then importing it into max as the assembly arrangement needed . Can I just have all of the links follow a path?

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3ds Max Animation :: IK Chain Limbs Don't Bend

Jun 24, 2013

I have a simple character with two a leg. The IK chain goes from the top bone to the bottom nub. When I move the ik helper around, the knee does not bend, even though there is a joint for it. Instead the leg rotates only at the top.

Example:
 
Should happen: (notice bend in knee)
   ____
  /
 /
/
 
What happens: 
 
      /
     /
    /
   /
  /
 /
 
The bones are all connected correctly as well.

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3ds Max Animation :: Locking Bones In IK Chain?

May 4, 2011

I am working with a rig that has arms and legs in which the upper and lower sections (Thigh, Shin, Upper Arm, Forearm) are composed of chains of bones in and of themselves. I have included a screen shot to show a simplified example of what I mean.

When working FK, of course, this is no problem at all, but sometimes I'd like to be able to use IK solvers to make placement tasks easier. Unfortunately, applying an IK solver means the bones forming the upper and lower parts of the limb also bend as the limb bends. In the screenshot, the bones on the left are an example of what sort of limb I am dealing with, the bones in the middle show the effect of using an IK solver (note the bend in the upper and lower leg) and the bones on the right show what I would like to achieve using IK.

So, is there any way to lock the motion of those bones composing the upper and lower parts of the limb so they won't bend as part of an IK chain? I'm using Max 2010 by the way.

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Maya Animation :: Faces Of Mesh Disappear When Wire Tool Is On

Apr 7, 2011

i'm trying to use the wire tool deformer to sculpt some mouth shapes on my character but when i turn the wire tool on the faces of my mesh around the mouth area dissapear,I can still see the wireframe but the faces dissapear, I tried to turn down the dropoff distance attribute but to no avail.

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Maya Animation :: No Color Feedback With Paint Weight Tool

Jun 16, 2012

I've been learning about skinning and weight painting. I have a problem where I don't see any color feedback on my mesh when I paint it. My vertices move with my brush strokes but I'm basically painting blindly as I can't see the colors. In all tutorials that i've found on the subject, they just activate the tool and the mesh turns black (or colorful depending on their settings)

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3ds Max Animation :: Telescoping Rig Using HD Solver With Sliding Joint

Apr 2, 2008

I'm trying to set up a rig of telescoping masts where the smallest mast extends completely before pulling the next mast which extends completely before pulling the next, etc. I'm having a really hard time figuring out how to set it up properly. I want an easy way to do this as I have many different mast sets to animate.

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3ds Max Animation :: Rigging A Joint With Specific Rotational Axis?

Jan 27, 2011

I'm rigging a vehicle that doesn't quite behave like a typical train or truck trailer. And I have a question for the coupling. The rotations I want are best illustrated in the attached photo. I want to have a single axis (Y-axis) rotate where the coupling joins the cab and the trailer, and in the center of the coupling, I want to be able to rotate along the X and Z axes, but not the Y. Does that make sense?

A flexible sheathe will cover the actual coupling, so I've been using bones to try to do this which the sheathe will be skinned with. I just haven't created a rig that actually bends the way I want it to yet.

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AutoCAD Inventor :: Double Pitch Chain Animation

Nov 12, 2013

How to model a double pitch chain with sprockets so that it can be animated to show visual movement/rotation.

This chain assembly is made up of 6 sprockets. 

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3ds Max Animation :: Animating Skeleton - Connecting To Offset Biped

Aug 1, 2013

I am animating a skeleton.  As a result, I'm not using physique-- I'm just connecting different mesh objects to different bones in the biped, and I'm good to go.
 
Here's my issue: I don't want my biped inside my mesh.  I want to stick it off to the side somewhere where it's not interfering with my actual mesh, and I can do my links easily by just dragging over to them.
 
Naturally, when I do this, things rotate around the biped's pivot point rather than where I want them.
 
Is there any way to offset the biped-- just for interaction, and visually?  I just want it outside of my mesh so I can animate the biped without having to look at it all merged up with my mesh.

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Maya Animation :: Paint Skin Weights Tool - Not Displaying Weights

Feb 12, 2012

For some reason when I use my Paint Skin weights tool, the mesh does not go into a grey scale type shader. Instead, the textured model is still displayed instead of the black and doesn't display weight values in the greyscale I'm used to.

Did I mess up settings somewhere? I know I'm in Paint Skin Weights tool because I can see the bones when it goes into Xray. I can open other scene files and can view the weights just fine.

Note: I have tried the following fixes: copied the mesh into a new scene, made sure it wasn't a subdiv shape.

I am using Maya 2010

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3ds Max Animation :: How To Animate Random Movement Of Many Objects

Feb 11, 2011

Say I have 400 boxes and I want to animate each box to move up and down along the z axis randomly. How would I go about doing that? I assume somehow with the noise modifier, but I can't figure out how to get it to work with motion and not the shape of the object.

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Maya Modeling :: Axis Direction Is Not Showing?

Jun 6, 2013

None of the axis point and direction is not showing. Perhaps I may have clicked some shortcut to turned it off or something?

I am attaching my screenshot. I'm using Maya 2014 and Macbook pro Retina with OSX 10.8

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

Feb 17, 2011

I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?

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