I have this minecraft rig which I downloaded from Shrogg2. I have added a few of my own features but wanted to add things to the facial rig. How the facial rig has been made but I have this plane which has stubble on it. I want it to be fixed in one location but follow the deformation of the jaw when it moves. The controller which is used to move the jaw down is already there, I just need to get it to deform this plane.
say objectA and objectB are both Parent constraining objectC. how would I remove the constraint of say, objectB? because in the outliner it only shows up as 1 constraint that has 2 W values.
Is 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:
i created a sphere that will control the rotation of the fingers. i align the sphere to the bone so it has the same angles. the bone angle is 0,0,0 but the sphere is (15, 10.23, 2)if i freeze the sphere, the angle get 0,0,0 but they get align with the world axis as X Y Z, how can i 0,0,0 and maintain the align rotation of the bone?
in Softimage there is something call set neutral pose, only change the angle displays to zero so the animator dont have a hard time.
I have setup everything for my charecter painted weights, so im now ready to animate but now i watched that my charecters eyes are not attached...im a newbie so i've struggling here....i like to combine the eyes to face..i dont animate eyes..
I imported a character model that I downloaded off of the internet into maya, and I have run into a snag as I'm rigging, skin binding, etc. The model has a main body, but its armor is actually separate geometry. My problem is that the shoulder pads and leg armor are mirrored, so that when one moves, the other one does as well, which is a big problem when I want to animate the model. Is there a simple way to split the pieces up so that they are not mirroring each other? My guess is that they were originally created that way so that each side didn't have to be individually worked on.
I have an animated character from which at a certain point i need an object to be 'detached' from the character and animated on its own, problem is as soon as i want to manipulate that part of the character i get this gray manipulator tool that tells me nothing will move, should i give up my whole dream upon this? Maybe i should have visibility turned and switch to a duplicate up to that point in the timeline, problem is i havent been able to move a duplicate either so far, back to hell.
When I assign an object to a path using the default setting the object sits nicely on the first point of the cv curve in the path. And moves fine going in one direction but as it goes around a corner it is offset from the curve but continues along with this new offset until the end.
I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?
I am trying to attach an object to a motion path but when i do the object goes to the beginning of the path but when i move the time slider nothing happens and when i move the object it isn't attached to the path.
I'm having a deformation problem with clusters. Basically, the clusters are deforming the object which they are parented to. I've checked "relative" for each cluster under the attribute editor.
Regarding hierarchies, the above is the last iteration I have tried. Before that, I tried parenting the clusters to curves first then parenting the curves to a master control. The object was also parented to the master control.
I've tried maya default of grouping individual clusters first then parenting them to either the object or the master control, but the same results are achieved.
Please see the video below.
At one point the clusters were behaving as required, but I can't reproduce the results. I was going to animate the CVs, but parenting the curve to geometry or control presents problems of its own.
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.
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..
I am always having a great problem while modeling knees and elbows. Some people say put three loops on knee and some people say put 5??.. If i put too many loops then it collapse while deforming and when i put less then it won't deform properly...
I just want to Know is there any effective topology technique for knees to deform naturally and which should look realistic while the character is on squatting positions.
I am looking for a way to deform an object using splines, i know you could do it with a path constraint but i dont want it to travel along a path i just want to be able to deform it with a spline,
how to switch a texture at certain keys, or Keyframe a file texture on a shader at one key and then change the file texture to something else on a later frame, on the same polygon face. Like this...
How to switch or change these two images at different textures at different frames.
Click animation. Here I just keyframed and switched two poly planes. But I want to swap out the textures by keyframing them instead.
How would I find the translation of an object in world space? according to the documentation, translate is not -queryable... once I freeze transformation of a sphere theres no way for me to find its world space, but it still Has a world space because its at a location in the scene.
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?
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.
I am trying to rig a HumanIK character so that both of his hands will stay attached to an object (gun, sword, bat, golf club, etc.). I can get the object parented to one of the hands and it follows along as expected, but cannot for the life of me figure out how to get the other hand to automatically stay attached to the object or follow it.
I've tried parent, point, orientation, etc., constraints using locators, the IK effector itself (wrist) and a few other things. It seems the HumanIK programming keeps a firm hold on the effectors and won't let anything other than the software drive them.
My HumanIK rig is properly setup and its definition locked. Using Maya 2013.
I am trying to use a spline to deform hairs on a object.
I have 1 editable spline, with multiple splines attached to it(1 spline which has been rotated), but when I use it to comb the hairs, it will only take 1 or 2 of the splines, so it all goes in 1 direction, rather then all outwards from the center, like the splines are.
The splines are all the same, all in one shape, and all have the first vertex in the center.
I have tried re-creating the splines, but it comes out the same.
The MEIS document for 3ds max URL...., in the Compositing module talks about using the paint tool.. "demonstrate basic paint operations using the paint tool"
the object paint or object deform paint utilities? You cant actually "paint" 3D models using 3ds max can you? the reference they say to look up is "paint" and when I look this up in 3ds max help, the object paint and deform paint tools are all i can find.. So are these compositing tools?
Once i set up a motion path for my object to follow, it sets the object to follow it over the entire timeline. what if i just want to object to start later on? I want it to raise up, hover over to the path, and then be attached to it.
I've a character writing on something (it could be paper, wall, etc). Now I'm looking for a way that attaches brush to his hand for interactive writing on that object.
Don't say I have to sync it manually! it's a close up shot and motion captured movement. Indeed it's really complex movement! Imagine you are painting on a sphere with Maya's texture paint tool.
Is there any way in photoshop or with a 3rd party plug-in to duplicate an object on a layer along a path so that it conforms to the orientation and possibly deforms accordingly? I'm working on a fish scale texture that has scales of varying size that flow in different directions depending on the location on the body. As of right now I've crudely grid warped a tiling fish scale matte I made to define how I want the scales to flow. I'm using this as a guide as I individually place each scale.
I’m trying to attach my deform text to my gear and make it permanent. what I was trying to do was get the text to curve and the only option I see that makes it curve the way I want it look is deform path is there another I can it I will post picture what I’m trying do and did see any video YouTube how to curve text
I have a mocap cycle cleaned up and read to cycle, with and without translation, the cycle with translation is perfect because it avoids the sliding feet probelm.
Is there a way to give this cycle a path to follow so it can walk along this path and take curves and those things?
I'm looking around the net, but I don't seem to be able to find anything, the only thing i was able to think of is the path contraint, but, if i'm right, it won't respect the cycle translation, and i can use it without translation but it will be hard to avoid the sliding feet problem.