Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 10-02-2013 , 03:53 PM
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Is it possible to make this neck work

Hello, would it be possible to make it move ?
I am new to rigging and do not understand much.
side rotations would be somewhere at the bottom, I might change model of that.. but anyway. would it be possible? Or I should recreate more simple neck?
Oh yes another smart question - how?

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Last edited by lauris47; 10-02-2013 at 03:58 PM.
# 2 10-02-2013 , 05:07 PM
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The way you have it setup, no. You would need to have the base of both parts of the neck come up and branch off from there. I would use a broken hierarchy on the front end and have the connective joint on the rear element section connect through a point constraint. Then you could have the base neck be driven by the back while maintaining the proper joint orientation.

# 3 14-02-2013 , 11:56 AM
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I just changed it to more simple one.
I have one little problem now. I don't know what I did, but I can no longer rotate local joint axes in maya 2013. In any project, scene, they are "frozen" from movement.

Joint local axes was not rotating due "soft selection" being turned on. Resetting Rotation tool does not turn soft selection off by default, so I wasn't checking tool itself.

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Last edited by lauris47; 14-02-2013 at 12:45 PM.
# 4 14-02-2013 , 02:00 PM
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In regards to joint axis it might be quicker to redraw them. One trick with rigging is to work in the orthographic view as much as possible. In this sense you would be able to draw out the joints in the side view and not have to rotate anything.

# 5 14-02-2013 , 02:09 PM
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Thanks for advice. I was learning in one project about development methods. One was called "water fall" - when every bit of work is stage based, but with no way back. In maya I notice especial with animation, when you do something wrong first and continue without noticing.. that will make you start from start again.
Joint rotations is bigger thing than I thought.

# 6 16-02-2013 , 12:22 PM
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When I use ik handle to lift my skeletons leg, one joint rotates to every direction and ruins legs position.
Also this symbol appears on the top of that joint, I don't know what it is. I just want leg to stay in straight position, how to do it ? "set preferred angles" is set from leg joint to bottom.

I solved it by recreating "ik handle". It must do something with editing rotations after it was created.
Anyway, if I have more questions about this I'll ask here

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Last edited by lauris47; 16-02-2013 at 02:40 PM.
# 7 01-03-2013 , 07:11 PM
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Hello again.
Is it possible to make head follow object but at the same time rotate neck hierarchy accordingly ?
Neck limited information and correct rotations are already set, I am not sure how to connect everything.
user added image
user added image

# 8 24-03-2013 , 08:56 AM
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Anyone? :}

# 9 06-04-2013 , 06:01 PM
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Any anyone ?
By using ik spline it creates from the bottom of skeleton.
By using ik handle id adds only one rotation point, which is not enough, since my neck consists of 6 joints.

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