Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 15-04-2012 , 04:05 AM
Registered User
Join Date: Apr 2012
Posts: 23

Custom Animation Interface

This might be an annoying question. But is there any tutorial out there that shows
how to make those custom interfaces with curves to change facial expressions? Thanks user added image

# 2 15-04-2012 , 05:22 AM
Registered User
Join Date: Jun 2008
Location: Los Angeles, CA
Posts: 229
I'm not sure where I learned this, but I'm just now getting into that stuff too.

In the Animation menu, under Create Deformers>Cluster, you can select multiple vertices, click Cluster, and deform all those verts at once by one selectable object.

Then you just paint or type in values for vertice weights so that you get a smooth deformation.

You can then build a curve of whatever shape, freeze its transformations once it's positioned as you wish, and point constrain the cluster handle object to it (select the control curve, THEN the cluster handle object, and under the Animation menu, click Constrain>Point, changing the point constraint settings if necessary to maintain offset or whatever), and then hide the cluster handle object.

Move the control curve and voila, your cluster moves smoothly (provided you made sure your weights were satisfactory).


--
Peter Srinivasan
Producer
# 3 15-04-2012 , 09:17 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
Using a set driven key is usually the easiest, and most efficient, way to make an interpolated linear relationship between two values.

Eg. For an eye control; Animation control at far left, set eye closed. Control at far right, set eye open.

You would then edit the attributes on the control, to limit the min and max translate X position to keep everything nice and tidy.


Imagination is more important than knowledge.
# 4 15-04-2012 , 04:32 PM
Registered User
Join Date: Jun 2008
Location: Los Angeles, CA
Posts: 229
True. I guess it depends on your needs. Right now I'm building an eyeball that has to do ALL the expressing of the character, so I need a lot of pretty crazy controls. I'm considering doing driven keys and making an array of expressions, but I just know I'm, gonna have to manipulate them manually at some point anyway.


--
Peter Srinivasan
Producer
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads