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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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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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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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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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 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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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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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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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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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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Nov 3, 2012
I am modeling a (simplified) human brain. I have used paint effects to draw its surface and afterwards I converted them to polygons ( Actually I used this tutorial URL.... ). Is there a possible way to convert these tube - like polygons to rectungular shapes? I want in a future step to make an animation where the brains topology transforms to walls and corridors.
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Nov 23, 2010
how to create a vacuum sucking animation?
What I need to do is suck little strands of something I made into/thru a hollow a needle.
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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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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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Mar 17, 2011
Skin modifer, skelleton has moved outside the mesh.
I flick the light on and off on skin modifier, when its off the skelleton fits the model perfectly and when it,s on the hand and arm has been liftet outside the skel.
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Sep 14, 2010
I've been getting my hands on a few models from different games (Such as the Spy from 'Team Fortress 2', and Mario from 'Super Smash Brothers Brawl') lately, all of which are already weighted properly... So I can simply apply IK's and begin animating in a matter of minutes...
However, I can't set up any of them with a HIK rig (To use with Motion Capture..).. I keep getting an "Invalid skeleton or no skeleton. Can't create new rig." error when trying to Create the HIK Rig (I can Characterize the skeleton with no problem though). I know that the mesh is binded already to the skeleton using skin clusters..
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Feb 8, 2011
I have a question about the ikHandle. When I create the ikHandle with the ikSCSolver, the handle is “L” shaped. Does the direction the lower portion of the “L” points towards, indicate the first axis of rotation order? Or does it mean something else?
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Jul 10, 2011
So I was in the midst of making blend-shapes for an animated wizards staff, but one leaf wouldn't deform like the rest.
I know I selected the vertices properly when altering it, but every time I try to create a blend shape deformer I get the error "Error:// no deformable object selected.
Why it would be non-deformable?
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Jan 29, 2011
To create an animation similar to the one shown in the page 225, in the tutorial, I created a curve but I am not too sure that was the correct way to create it.
1. Selected the Surfaces Menu.
2. In the font view, using the CV Curve Tool, created the first half.
3. Using Duplicate in the Edit Menu, I created the other half.
4. In the Edit Curves Menu, selected Attach Curves and connected two curves.
5. I, then selected the Animation Menu and created an object to be used as an aircraft and followed the same steps shown in the tutorial and it worked nicely.
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Feb 22, 2012
I know in max its possible to bake out a spline using an animated objects keys. Is something similar possible in Maya?
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Mar 10, 2011
I am doing some animations involving sine waves, and I can make an expression that controls the translation of an object such that it travels along the path of a sine wave, but I can't figure out how to dynamically create an editable sine wave curve.
Is there a way to have Maya generate a curve based upon the path that an object travels upon?
For instance I have a sphere that is moving along the X axis with time, and also moving up and down on the Z axis back and forth. I would like to make an editable curve object of this path of motion.
I can see in Maya 2012 we will have motion trails where we can see the actual path an object is moving along, and that we will be able to interact with this path to alter the animation, but what if we could take that path and make it an actual curve or NURBS object?
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Jul 31, 2013
I was wondering how to you create a forearm twist expressions for IK mode?
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Jul 19, 2011
i have been using the drivenTime node to create walkcycles that follow motion path curves where the out time is connected to some attribute via a unitToTimeCOnversion node.in previous version of Maya.
When i try to connect anything to the Out Time of new drivenTime node the connection never works, not even keyframes?
is there a fix or workaround for this?
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Dec 18, 2013
I'm attempting to follow instructions from a book to scale down part of a cylinder (as shown below). To quote the instructions directly:
[QUOTE]"Right-click the cylinder, and choose Face from the marking menu. Select the end faces, and scale them down a bit as in Figure 4.43 [ATTACHED]. This gives you the main part of the boiler."[/QUOTE]
I can't get it to scale down the way it is depicted in the photos. I tried selecting the faces and simply scaling, and I also tried selecting the faces and choosing "Extrude" first, and that did not work either.
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Apr 10, 2012
I am trying to use it to do something for school. I imported a 3d object from a dwg file and there is a channel that curves along it cut into that. I want to move a cylinder in this channel. I cannot seem to find anything that will allow me to make a spline that mirrors the edge of the object or to constrain the cylinder to the object.
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Feb 22, 2012
Got a bit of a puzzle here, trying to animate a cylinder deforming along a path. Fairly standard stuff. Got the path deform fine, but now I need any of the vertices that enter this one area to be deleted. Volume select with a mesh object doesn't seem to work, as it will only select the vertices where the cylinder is before the path deform object. Is there any sort of work around/way to collapse the animation of the path deform? I know I could do snapshot if I only wanted one frame of it, but the cylinder moves along the path over 1500 frames.
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Oct 29, 2013
I have a cylindrical tube that I need to animate moving 180 degrees around a central axis remote from the cylinder. I also want to create a circular motion locally for the cylindrical tube as it follows the 180 degree arc.I planned on creating the 180 degree rotation first and then the local circular motion second.
When I created the first motion I tried to use an object (another cylinder) as the transform centre for the rotation. As soon as I click on "Auto-key" the "Use transform centre" option is greyed out. I therefore moved the cylindrical tubes own pivot to the required position for centre of rotation. After I created the 180 degree rotation I moved the pivot back so that I could create the local rotation. At this point I find that the original motion has now changed to suit the new pivot point.
how I can get the "Use transform centre" option to work in this instance?
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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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Apr 18, 2013
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
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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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Dec 11, 2010
I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
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