Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 16 27-06-2011 , 10:46 AM
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Mastone: Have you found it much more useful than other books and tutorials? I generally am not a fan of e-books...find it hard to take them seriously...much prefer hard copies.

Septopus: Thanks for adding. Is that more of an advanced rigging technique? I dont think Ive seen that done in anything Ive seen before. Interesting though as thats actually more like the curvature of the spine...

Would that require two spline IKs, for the differing curves, or would one cover it?

Is this the kind of curve you mean (shot 3)? Edit: in reverse! still waking up!

Leon: Cheers...Im afraid you lost me a little thoughuser added image Whats an o rig? If I follow you correctly, does that mean you will be creating one rig and then transferring it to other meshes?
This guy is uv'd. I did it in ZBrush, quite early on...just 'morph uv'd' to double check, and...yep. Just an auto uving with uv master so the seam runs straight down his front middle...not great for texturing but for what you mean I think, yes, he has uvs.

All: Update on some more time I spent on him last night. I added two spline Iks, one for the spine and one for the neck. Each curve had 4 cvs (not sure if you can change how many cvs the spline curves have)...and I was told two take two cvs at a time and attach a cluster to them, as it makes it easier to control (rather than grabbing the cvs). I think these clusters also get their own manipulator later on. I have added custom attributes to the fingers such as 'finger spread', 'thumb rotation', and 'curls' for all the fingers, which seem to be working well.

The main issue is with the right hand (as you look at it.... - his left), which has 'jumped' out of place a couple of times. I was told to make sure 'sticky' was turned off when adding the Ik handles in the arms, but then to turn it on later, when the handles had been parented and had their pivots and effectors set in place. I read that if sticky was turned on when placing them originally, this might have caused the bones to move, but I know for a fact that sticky was off when I placed them. So whats happened to the hand I dont know. I have manually moved the finger joints back into place a couple of times, so the absolute symmetry with the left hand has gone. user added image Late last night, after one of these 'jumping' incidents' I replaced all the finger joints, clicked 'set preferred angle', and they all jumped away again, to a slightly different rotation than they had before'. Annoying. In shot two, I have drawn over the left hand the rough position to which it jumped.

Shame too after Id felt id done a good job of setting all the local rotations of the finger joints so that the fingers bent well.

So I think the rig has a fundamental flaw somewhere. Im going to press on with it though, foolish maybe, but it's experience I guess?

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Last edited by ben hobden; 27-06-2011 at 11:08 AM.
# 17 27-06-2011 , 11:30 AM
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Mastone: Have you found it much more useful than other books and tutorials? I generally am not a fan of e-books...find it hard to take them seriously...much prefer hard copies.
?

These are one of the best books on rigging..ever, it talks about FACS and all that stuff.
It is very cheap as well

# 18 27-06-2011 , 07:21 PM
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Nice, looking cool Ben, and I agree, it is good to see a rigging wip, makes a change!
Does yours have the reverse foot roll set up? I learnt that one from a DT tutorial I brought a while back, nice for walk cycles etc.
Any ideas what kind of animation you might do with him? What kind of scene etc?

# 19 27-06-2011 , 10:18 PM
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Dango: Yes, he has the reverse foot setup....When I followed this rig Im following now, before, it looked like it gave some cool enough motion. Dont think I got to skinning it then. My main aim with this is very, very simple at the moment. I want a character that I can move about, bend, twist, e.t.c, without the geometry breaking or creasing badly. Ive done maybe 3 or 4 rigging attempts before. All but one, very simple skeletons, no iks or anything, just joint chains and then skin. I have followed this same tutorial I am following now before, but didnt finish it. But in all the times ive ever skinned anything before, when Ive moved a leg, or bent a hip, the geometry has creased and looked crap.... so I would just like to get a character skinned and rigged and deforming smoothly. If I render out any animation, it will probably be just him twisting his hips, or raising his arms...clenching his fists, you know. If the rig works well enough I may go into walk cycles and stuff, but primarily I just want smooth deformation. Beyond that, if possible, I would like to start understanding 'under the hood' of rigging. I imagine it could be alot of fun if you are competent and confident enough with rigging, to be creative with rigs and to be able to come up with your own ways of setting up characters, but whenever ive done rigging before, the info never stays in my brain..... for instance, take the reverse foot set up. Last time when I built it, I wrote down each step, and throughout the day at work I kept reading it, trying to memorize it, but no matter how much I tried to learn it, it never stayed with me. Could you recreate that reverse foot set-up without following instructions for it? Sorry this is getting long winded, but yeah, would like to get a better 'grasp' on rigging so it can maybe one day be something I can do without following instructions.

Was it the DT tutorial you used for your skateboard animation?


Last edited by ben hobden; 27-06-2011 at 10:20 PM.
# 20 28-06-2011 , 11:56 PM
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Phew. Think Ive just about got to the end of this rig. There were a couple of Spline Iks floating around that didnt seem to be parented or grouped to anything which I thought seemed odd, but I think it's ok. They got grouped along with everything else under the main, all encompassing 'rig group', at the end.

The next section in the book covers blend shapes and creating the different phoneme shapes, and eye controls. But I wont be rigging his mouth. Might try and get some blinking in with some blendshapes. Never done any blendshapes before.

Edit: You can see in his left hand, the issue I had with it moving out of place happened again.

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# 21 29-06-2011 , 09:20 AM
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Think the binding has gone quite smoothly. The legs seemed very good. Had some problems with the arms and chest, but have spent some time painting weights and I think Ive smoothed them out....and think Ive got a sense of the fk/ik blending in the process. I made one blend shape last night, a sort of frowning look. I can see how powerful blend shapes could be, if you spent enough time setting plenty up. Im going to try to create a character set and then if that goes ok, should be able to start setting some keyframes. Maybe that walk cycle might happen after all.

# 22 30-06-2011 , 02:02 PM
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Tried a walk cycle yesterday...but no joy. No joy at all. The feet seemed to move fine, but his knees were a different story. The pole vectors didnt seem to be having alot of effect. I would have thought Id have seen more movement in the knees when I moved the pole vectors about, but they didnt seem to do anything. Then I got some wierd hip deformation at a certain frame. If I moved the feet with all the leg ik handles on, and then switched the knee to FK to move it manually, that seemed the best solution. But the animation as a whole got a bit lost and I ended up with a sort of limping, essex boy bowl cum michael Jackson thriller video zombie slump...with a resident evil bad guy twitch. So I thought Id try some of the upper body controls such as the spine and neck manipulators, the head, and the finger and thumb controls. Just a slow paced animation with a little bit of in out of the chest for breathing, and threw my blend shape in the mix for good measure too. Rendering it out at the moment, will link to vimeo when its done.

# 23 30-06-2011 , 10:09 PM
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# 24 30-06-2011 , 10:30 PM
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Walkcycles are hard, there's no denying that.
Start with a bouncing ball that way you get familiar with squash and stretch, cycling the different tangenttypes and so on.
The breathing in itself looks good enough, I would lose the armbending or at least make it less pronounced .

Also the texture is a bit funky, the model looks great however

# 25 01-07-2011 , 09:14 AM
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The only problem with the cgtoolkit rigging 1 - 3 is that most of the included scripts will not work with maya 2009 and up. But the theory and workflow as a guide is excellent.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 26 17-07-2011 , 09:08 PM
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Hey Ben, just in the future, you can get away with fewer joints in the back. As the ribcage doesn't deform much when bending, you don't really need many joints there at all; maybe one at the top, the bottom, and the middle would be more than enough.


Imagination is more important than knowledge.
# 27 17-07-2011 , 09:28 PM
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Hey...havnt touched this thread for a while.

Cheers man. I will keep that in mind. Again though, every rigging tut ive seen usually has more than 3? The rib cage doesnt deform much, but the spine bends quite a bit....no? But then,, I guess...when I was trying to do a walkcycle with this guy, it wasnt using all 5 spine joints.

I assume you mean 3 joints, top, middle, bottom, not including the hips/pelvis joint? Or would you count that as the bottom of the three?

Once I've finished my Meryl Felstorm I'll come back and work through a new rig.


Last edited by ben hobden; 17-07-2011 at 09:30 PM.
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