Maya Animation :: Transfer Rigged Joints To Another Model?
Oct 19, 2010is it possible to transfer rigged joints to another model without causing problems
View 1 Repliesis it possible to transfer rigged joints to another model without causing problems
View 1 RepliesI'm supposed to model from scratch or find a pre-rigged model for some animation. I found a free rigged dog model for Maya [URL] .... that will fit my story perfectly, but I want to be able to change some of the geometry of the model, like modifying the ears and tail. But I can't seem to figure out how to do that! I'm able to select parts of the dog and move it around, but I don't know how to actually change the model itself. And if I do so, will it mess up the rigging? How do I go about editing this model?
View 4 Replies View RelatedI am currently making a dragon and want to drive the animation of the wing membrane with nCloth dynamics.I have seen examples of this being done, I just can't figure it out.
View 1 Replies View RelatedSo I hired a character rigger to rig a model for me, but now I need to update the model. Since it's a more stylized character, I thought that I could get away with a single polysphere for each eye. Now however, I've decided that in order to improve the look of the eyes I'll need to compose it of separate pieces (cornea, iris, pupil).
Here's what I had planned on doing:
1. Change the material attributes on the polysphere to be shiny/more transparent and use it as the cornea
2. Then constrain/parent the iris and pupil to the polyspheres so that they follow properly as the eye moves
I thought that this would be a good way of updating the eye without really messing with the rig, but I haven't been able to get it to work.
My questions are:
1. What's the best way to add the new pieces to the rig so that the eyes continue to function properly and how do I do it?
2. There's another method that I found online for procedurally texturing eyes that works quite well, but it requires the use of nurbsspheres. If I follow this method instead, what's the best way (if different from question #1) to either constrain the nurbsspheres to the polyspheres, or to completely replace them in the rig?
I've sent an e-mail to my rigger requesting these changes, but I was just curious for everybody's input for personal learning purposes.
I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?
View 3 Replies View Relatedit 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
In my scene i have a fully rigged character, with a walk cycle animation on him. what i would like to have is a row of characters walking around. (kind of like how you see military soldiers walk around while in group). The part that is giving me the most trouble with this is getting multiple copies of the same character into my scene.
What i have tried and failed with:
Grouping my full rig and then duplicating.
making instances of my character and messing around with particles.
i have made multiple attempts at trying to use duplicate special.
the only thing that seems to kind of work is making a scene with just one character and importing it into my main scene and changing a bunch of stuff around. with the amount of copies i need this workflow just feels really degrading and tiresome.
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.
[URL]
I have 3+ Nurbs Circles that I have parented up in a hierarchy and now want to use them to create an IK chain.I can create a chain with a joint system, but can I create it with just my curves? I have tried using the IK handle tool and it requests that I LMB on the first joint and nothing happens.
View 3 Replies View RelatedIs 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:
[URL].......
Is that really not possible?
I see a lot of skeletons that people created with handles on them so you can manipulate your joints easier (Like arrows and nurb circles etc.) Is there a good tutorial that can show me how to make handles for my joints?
View 2 Replies View RelatedI 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.
View 1 Replies View RelatedI have set rotation limits on all of my joints in a rig. But when I move the Ik handle, the joints all rotate in however they want.
What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?
I've been trying to feel out the pipeline for creating HIK rigs and jumping back and forth between Maya and Motion Builder. In Mobu, there is a way to add prop joints to a character's definition, but I haven't found a way to do so in Maya.
What I have done, is created the joints as necessary, and then created custom controls that the prop joints are constrained to. It's a simple parent constraint, so nothing too tricky. However, when I go to File-> Send to Motion Builder, the joints that are constrained are offset from their proper positions by a distance similar to their offset from the origin of the scene. The only way to get them back, is to turn off the effects of the parent constraints.
The controllers, and constraints transferred into Mobu fine, it seems. So I'm not sure where the discrepancy is. It would be ideal to be able to add these joints into the characterization step in Maya, to simply move them about with FK controls. What the best way to set this up would be? Is there a way to add prop definitions to a character in Maya?
While the original question remains, I found that the prop controls I had in my scene, were off from their proper positions, by the exact relative amount from the origin in the maya scene. Even though I froze transformations on the controls, coming into Mobu, they were put back on somehow. After selecting them, and setting their trans values to 0,0,0, they were put back into the correct position.
Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.
I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.
I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.
Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?
I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.
I can only make joints for Maya muscle on the default grid, they seem to snap on grid.
View 1 Replies View RelatedI want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....
I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?
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?
View 4 Replies View RelatedI have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.
View 1 Replies View RelatedI am having an issue with transferring my attributes from one object to another, the transfer works, but not 100% - the animation is taking place in the wrong translation, but the translation match in the channel box. It didn't take the place of the old object, it went off beside it.
I attached a picture, the purple ball which is on the gray plane is the one I need to replace, the ball out off of the gray plane is the one I need to be in the purple balls place.
I have some trouble with my models in Maya 2012.
When I've done the skin-binding, and want to add the weigtpaint, sometimes out of nowhere, my model desides to stretch. I can try to fix it with weightpaint or unbind it and bind it again, but it keeps on doing it. Also, when I'm animating my model it sometimes happens.
I scroll in the timeslider to see how my animation is working, and all of a sudden it appears and no turning back with Ctrl+Z... Also, adjusting the weightpaint doesn't work.
Also when I'm animating, the keys I've set jump away. I have to key the whole skeleton, then it will stay in the position I chose it to be. I don't think that's what they want you to do, because it takes so much time... I've had this with several models now (all made in 2012) and several files. Though a model created in 2011 and rigged and bound in 2012 works perfectly...
I'm not sure if I'm doing something wrong or that my files are damaged somehow or maybe something else... But I never had problems like this in the earlier versions...
I have several art assets that I have already rigged, skinned, and animated. Unfortunately, the objects have to be re-sized.
There isn't a simple way to simply scale the rigg to match the new size, because then the transforms are incorrect, and the scale on the bones are no longer at 100%. Normally it wouldn't matter, but these objects need to go into a game engine, so it has to be at 100%
No, simply re-sizing the rigg and hoping to just 'reset scale' will not work either.
Save/Load animation will inherit the pivot points of the original animation and paste them onto the re-sized objects, so that does not work either.
Is there a way to transfer a rigg and save it's animation when an object gets re-sized? I'd figure that Autodesk would have made some kind of feature for this scenario, since in game production things will inevitably be scaled at some point.
It's easy to scale everything to it's new size... the problem is... how do I reset it's transforms without the rigg going bonkers?
How do I take the original animations and re-apply them to the newly scaled down version?
We have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.
Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.
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...)?
Query on rigging, more to do on skinning. If my uv is a multi uv layout (0-1, 1-2 and so on) for a model then I am able to get the maximum size of texture for each part of the model.
When I take this to rigging then the model gets a default bind skin properly.However when we try to paint skin weights it starts behaving erratic after some time.I feel this could be due to the multi uv set feature.Is there a solution to work around this?
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.
View 2 Replies View RelatedI recently began using Unity at work, exporting from Maya does not allow me to keep Blend Shapes or Deformers (not even by doing a Geometry Cache, Unity does not read any of that) and wanted to test out how to make a facial rig using joints in case I ever need one.I have seen demos using 3D Studio Max and I see the gist of it is to create a round joint hierarchy around the mouth and eye, mimicking the edge flow. The place where I got stuck is when I saw a NURBS controller in Max move a parent joint without affecting the children joints. I know how to move a parent joint without affecting its children (press Insert) but not how to set a constrain to do the same in Maya. If I use a parent constrain or direct parenting moving the parent joint drags all the children along.
How can I get a constrain to affect only the parent joint and not its children?
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
View 2 Replies View RelatedIs there a way to switch off the animation when creating joints in the assembly environment.
View 2 Replies View RelatedI am trying to setup a a system that allows me to rotate Point 1 and 2 joints to place downstream spheres into specific locations such that the distance and angles between the spheres don't change.
Everything works the way I want (so far), but Sphere04 goes the opposite direction of its IK chain.
What am I doing wrong?
Daveikexample.zip
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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