The Area http://area.autodesk.com/forum/ The Area en Copyright 2012 2012-05-21T03:37:21+02:00 Procedural Rigging Question - Controlling an insect walk with a single controller? http://area.autodesk.com/forum/autodesk-maya/rigging/procedural-rigging-question---controlling-an-insect-walk-with-a-single-controller/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/procedural-rigging-question---controlling-an-insect-walk-with-a-single-controller/page-last/#When:20:29:30Z Hi Everybody, I have this cockroach to rig, and there will be a shot where we animate quite a few. So I would like to know any clever ways to have an animation of a walk being controlled by the translation of the main or cog controller. I have seen these 3dsmax examples http://joleanes.com/technical_stuff/ProceduralAnimation_Experiment_3_Mech.php http://joleanes.com/technical_stuff/ProceduralAnimation_Experiment_1_Spider.php I am trying to avoid using trax and character sets. Any examples or how to's would be much appreciated Thanks 2012-05-15T20:29:30+02:00 Foot Lock Problem http://area.autodesk.com/forum/autodesk-maya/rigging/foot-lock-problem/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/foot-lock-problem/page-last/#When:09:44:00Z Hi, everyone! I'm hoping you can help me with a rigging problem that I've been struggling with. I'm using Maya 2012. I've been trying to create a foot lock for a character that has a simple IK leg rig. I just want to be able to toggle the lock on and off so that I can (#1) keep the foot locked to the ground when it's on and (#2) move the global control and have the foot control follow when I'm initially positioning the character and the lock is off. I asked my rigging professor how to make a foot lock and he told me to make a locator and point constrain the foot control to it. Everything works fine with making that and setting up a controller. The problem comes in when I key it. The weight attribute that I have connected the controller to stops working because a new one (Blend Point 1) appears and takes over. I've also had problems with a pairBlend2 appearing and messing up the on/off weighting. So in short, my problem is that I'm trying to create a rig, but attributes aren't appearing until there is a key. My current way of making it all work is to leave a key on the foot controls and connect my controller to all of the attributes that affect the weight. Also, I tried the method of having a null under the controller that is connected to the attributes that only appear when there is a key, in order to keep the attributes when the key is gone. The only problem is that after I delete that initial key and make a new key, new attributes of the same type pop up. What I want is a foot lock with an on/off control that works whether or not there is a key on the foot control. If anyone could help me with this, I'd be very grateful. My only request is that it not involve a script, some sort of external plugin or tool, or the suggestion to just watch the keys and tangents to keep the foot from slipping. I'm just an amateur rigger, so I hope I explained this well enough. I've attached a highlighted screenshot to help explain my problem. 2012-05-15T09:44:00+02:00 Paint geometry on a surface and deform with that surface? http://area.autodesk.com/forum/autodesk-maya/rigging/paint-geometry-on-a-surface-and-deform-with-that-surface/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/paint-geometry-on-a-surface-and-deform-with-that-surface/page-last/#When:07:41:45Z I would like to paint geometry on a sphere and make a blend shape of that sphere then have the painted geometry deform with the sphere when the blend shap is animated. I am able to get the geometry on the sphere useing the paint scripts tool and it moves with the sphere when translated but when I put a deformer on the base sphere the painted objects do not stick to the surface and move with it. Is there a way to get them to move with the blend shape? Regards Craig 2012-05-10T07:41:45+02:00 Muscle weights export like Skin weights export? http://area.autodesk.com/forum/autodesk-maya/rigging/muscle-weights-export-like-skin-weights-export/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/muscle-weights-export-like-skin-weights-export/page-last/#When:05:18:18Z Hello everyone, muscle weights export to the file with weights snap to vertexes. It's bad for situation while topology of objects is the same, but vertex order is different (for exemple vertexes are reorder after "Extract faces -> Combine" for one of the object) How can I export muscle weights without problem with vertexes order (like skin weights export to the image files)? Thank you 2012-05-07T05:18:18+02:00 How Do I Specify 'Input' or 'Output' For New Attributes? http://area.autodesk.com/forum/autodesk-maya/rigging/how-do-i-specify-input-or-output-for-new-attributes/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/how-do-i-specify-input-or-output-for-new-attributes/page-last/#When:02:38:34Z Hello If I am creating a new attribute using the Attribute Editor, how do I specify if it should be an 'Input' or 'Output' attribute. I am looking at the new Node Editor in Maya 2013 and my custom attributes appear randomly as a mix of input and output nodes. Thanks Chris 2012-05-07T02:38:34+02:00 New to rigging and I have a question. http://area.autodesk.com/forum/autodesk-maya/rigging/new-to-rigging-and-i-have-a-question/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/new-to-rigging-and-i-have-a-question/page-last/#When:08:35:31Z I have a model mostly rigged, but I want to add some fingers. So I add finger joints and then parent the main finger joint to the hand joint however, when I goto the component editor to set the finger vertexes to the finger joints, I cant find the finger joints. Is there something more that I have to do? In pics below the I have parented Joint 42 but Joint 42 doesn't show up in the Componenet editor. 2012-05-06T08:35:31+02:00 Skin bind problem http://area.autodesk.com/forum/autodesk-maya/rigging/skin-bind-problem/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/skin-bind-problem/page-last/#When:04:48:38Z i have modeled a character and i have created its rig and i bind it then i paint weight, but the problem is when i load the character into my scene i see the the bind skin doesn't attach to character, i mean when i move the controls the mesh doesn't respond to joins as it's not bind, so i close the scene and i reopen it again and it work.... does anyone has an idea what's going on? 2012-05-06T04:48:38+02:00 Sub character set issues, limitations? http://area.autodesk.com/forum/autodesk-maya/rigging/sub-character-set-issues-limitations/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/sub-character-set-issues-limitations/page-last/#When:08:06:07Z Hi, I have a collection of clips I've made that utilize all the controls on a rig in a single character set. Now I'm trying to go through and separate portions of the controls into sub character sets, however, when I do this all of the keys on the selected controls in a sub character set, on the legs for example, are lost. I've come to the conclusion that I'd need to first create sub character sets before creating any animation. Is there any way to transfer the animation into the sub character set? I've tried copying and pasting keys, but it flips out the animations. 2012-05-04T08:06:07+02:00 Set Driven Key - Attribute Missing in Channel Box http://area.autodesk.com/forum/autodesk-maya/rigging/set-driven-key---attribute-missing-in-channel-box/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/set-driven-key---attribute-missing-in-channel-box/page-last/#When:05:39:01Z Reverse Foot. I've added the Roll Attribute to the L_Foot_Manipulator as the driver. Then I selected the Toe, ball, and heel to the Driven. However, when I look in the Channel Box for any one of the driven, Toe, Ball or Heel, I cannot see ROLL included in the channel box list. What am I missing? 2012-04-30T05:39:01+02:00 Noob question, IK issue for arm/hands http://area.autodesk.com/forum/autodesk-maya/rigging/noob-question-ik-issue-for-armhands/page-last/ http://area.autodesk.com/forum/autodesk-maya/rigging/noob-question-ik-issue-for-armhands/page-last/#When:16:02:57Z Hi there, Wondering if anyone could help me. Setting up a very simple rig for a robot character but I'm not all that experienced with rigging. I'm trying to set up IK's for the arms so that the arm pivots from the shoulder joint of my character (first joint in the chain in the linked vid) when using the hand control. As the joint is not vertically aligned to the wrist joint this is giving me some pretty weird results. Is there a simple way to do this with IK or do I need to use some other method? The video kinda shows the movement that I'm trying to get. http://www.youtube.com/watch?v=TqnW67kCYmA&feature=youtu.be Cheers! 2012-04-22T16:02:57+02:00