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.
View 5 Replies
ADVERTISEMENT
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.
View 6 Replies
View Related
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.
View 2 Replies
View Related
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)..
View 3 Replies
View Related
Jun 16, 2011
I've got a piece of geo that I need to parent some lights to. However, the geo is not animated, it has a muscle system skin deformer on it and the skin deformer is reading an external muscle cache file.
Since the geo isn't animated, parenting the lights to the geo doesn't seem to work. how to parent the lights to one of the vertices on the piece of geo?
View 2 Replies
View Related
Mar 25, 2013
I just installed the latest 2013.5 Extension release. When trying to perform a load saved weights from the Muscle menu, I receive the following error when switching the Load By type to World Pos.
// Error: file: C:/Program Files/Autodesk/Maya2013.5/scripts/muscle/cMuscleSaveWeights.mel line 663: Object 'tfTol' not found. //
View 3 Replies
View Related
Jun 23, 2012
I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.
Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.
View 2 Replies
View Related
Aug 23, 2013
I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?
View 5 Replies
View Related
Jun 7, 2011
I have already done a smooth bind on my mesh and painted weight maps. But then I realized I need to add a bone into the joint chain. It is on an extremity. Is there a way to add a bone in after binding without having to unbind and redo weightmaps?
View 1 Replies
View Related
Jan 4, 2011
I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?
How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?
View 2 Replies
View Related
Sep 12, 2011
How to proxy a joint?
View 2 Replies
View Related
Sep 9, 2011
Best way to keep clusters in alignment with bone rigging. I'm trying to parent clusters that control facial movements to the head bone of my skeleton so as when I move my character about the clusters retain there position in relationship to the face.
View 1 Replies
View Related
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?
View 1 Replies
View Related
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).
View 2 Replies
View Related
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
View 3 Replies
View Related
Oct 18, 2010
how do you adjust the rotation axis of a joint. Attached is what am talking about.
View 2 Replies
View Related
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.
View 1 Replies
View Related
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.
View 1 Replies
View Related
May 4, 2011
I have a figure with an oxygen mask attached to his face and an air pipe leading from the mask to a tank on his chest. I've added bones coming from the head for the mask and pipe and I need to fix the bone at the end of the pipe to the tank so that when he moves his head the pipe flexs but the end doesn't move from the tank. Hopefully that is clear
Is there a way to constrain the end of the pipe bone to possibly the rib cage bone? So they move together? With the pipe being flexible in between.
View 5 Replies
View Related
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.
View 1 Replies
View Related
May 6, 2012
Since bipes didn't work out for me I switched to regular bones which work just fine. But now I got the problem that the calf bones right and left are starting to shrink if i rotate the joint. I have a similiar problem with the feet. If I rotate the calf the feet start to grow...
I attached two pics to show the problem. What the heck is causing this?
View 4 Replies
View Related
Nov 24, 2013
Is there a way to assign just specific vertices to a bone by selecting a separate part of an object? Like for example, I have a model of a gun which I'm trying to rig now and this gun has two barrels, one obove the other, and each of this barrel needs to be assign to a different bone. Those bones are there, but the problem is that certain parts (vertices) of second barrel are assigned as well to the second bone, which is incorrect. How do I select only part (an element) of an object and assign it to the bone?
View 5 Replies
View Related
Jan 21, 2013
I have worked on After Effects and recently started doing my Motion Graphics work in MAYA. I made some models using the Polygonal Mesh primitive objects for logos etc etc.
I was wondering if I can animate the growth of an object as though it is being formed formed in 3D space. I tried doing this by taking it in AE but it becomes a Flat image and I loose the z dimension, thus I can only move the mask in X & Y axis.
If there are any tools to animate or any Keywords that I can explore to make this job feasible. I do not want to pull down the transparency and animate it as then it makes the entire object disappear or visible at the same time.
View 6 Replies
View Related
May 15, 2013
I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.
View 1 Replies
View Related
May 5, 2011
I 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 Related
Mar 11, 2013
couple 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 Related
Aug 1, 2011
We'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?
View 1 Replies
View Related
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?
View 3 Replies
View Related
Mar 28, 2013
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 Related
Apr 4, 2012
Like 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.
View 6 Replies
View Related
Sep 18, 2013
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).
View 1 Replies
View Related