Maya Animation :: How To Join The Skeleton With Skin
May 15, 2013I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.
View 1 RepliesI tried to join the skeleton with skin but I can not. I selected the entire group by outliner.
View 1 RepliesI'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.
View 1 Replies View RelatedSkin 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.
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.
View 1 Replies View RelatedHow 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.
View 3 Replies View RelatedI'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.
View 2 Replies View RelatedHow 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?
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)
View 8 Replies View RelatedI'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. ???
View 2 Replies View RelatedI 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'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 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.
View 4 Replies View Relatedcouple 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.
View 5 Replies View RelatedWe're having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)
Maya seems to take the UV's for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV's that are supposed to be clean and dedicated only to the main mesh.
how to save weights and mirror weights for meshes like ours?
I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?
View 1 Replies View RelatedLike in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:
"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".
I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).
There was no such problem with Maya 2011. I use Setup machine for the rig.
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).
I have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.
View 5 Replies View RelatedAny 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.
View 5 Replies View RelatedFor 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
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.
A: Can I export skinning information from one mesh to another. I have two identical versions of the character except I forgot to weld some verts on the model before skinning. Can I weld the verts and then export > import the skinning data? If so how?
B: I have someone working on some animation for me in CAT, I have since made some minor changes to the CAT rig (increased width of chest bones, that is all). I also changed all the skinning. Is it possible to export the animation data and load it onto an almost identical CAT rig? If so how?
I have max 2011 an 2012.
I'm brand new to Maya just started last night. I'm trying to join two edges of two seperate polygons to achieve one nice smooth edge. I select the merge edge tool and select one edge - its all good - then I try to click another and nothing happens; and ofcourse when I hit enter it says select more than one edge .
View 2 Replies View Relatedim in the "getting started maya 2011" in page 104, at Selecting edge loops, is were you are making the helmet with, polygons, but, when i use the snap to grids, something weird happens, all that its selected kind of join together
View 3 Replies View RelatedI'm currently trying to set up bones in my character. What are some good resources for fixing skin weights, painting skin weights, and other weighting techniques. My problem is that when i bend a finger it squishes too much at the inside of the joint.
View 3 Replies View RelatedI have a human figure, created in Maya, which has been rigged with both bones and muscles.
After it has been posed, is it possible to export the skin of this model without it losing definition from the lack of the maya bones/muscles?
I know that it can be exported to Mudbox, but is this the only place it can be exported?
I am trying to find a way to reproduce a model created in Maya (or Mudbox for that matter) as a physical object (via 3D printing).
Yet no one seems to have much experience with this, and tools like "Inventor" don't seem to like working with things that are not solids (i.e. not polygon meshes, sub-divs, or NURBs).
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?
View 2 Replies View RelatedMy 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.
View 4 Replies View RelatedI'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.
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?
How do I access Onion Skin from the FRAME timeline. It only seems available on the other time line.
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