Procedurally Animating Dragonfly wings in Maya with Nodes

Marco Giordano shows how to set up procedural animation in Maya, in this case, animating a dragonfly character’s wings using Maya Nodes without expressions.

Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , , , | 2 Comments

Use the Maya Wedge Tool to Rig Bellows

Matthew Murray with a quick little tip in using the Maya Wedge tool to rig some bellows – something that is pretty specific.

However, this is a great premise for rigging problems solving in general, and something that Maya is accommodating – where often times you can use Maya nodes in create ways other than their intended purpose.

Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , | 3 Comments

Getting Started with the Retargeter in Maya

FaceWare Technologies a recent spin-off from Image Metrics posts an “updated” overview workflow for getting started with FaceWare in Maya showing FaceWare Retargeting, Pruning and Character set up with FaceWare in Maya.

FACEWARE is a performance-driven animation technology for the film and games industry which utilizes a marker-less video analysis technology and artist-driven performance transfer toolset for facial animation.

Posted in 3D, maya, maya rigging tutorials | Tagged , , , , , | 2 Comments

Using Wire Deformers For Jaw Deformation in Maya

Marco Giordano shows how to set up a wire deformer in Maya for rigging a character’s jaw expanding on his previous Maya wire deformer tutorials.

Marco Giordano writes: i highly recommand to have a good understanding of maya rigging before watching this tutorial ) Hello everyone in this quick tutorial I’ m showing how to set up a wire deformer for a jaw. Since I used the same tecnique I explained before in other tutorials and then customized more , I did not go over again on the “old” stuff , so I highly suggest to watch the other tutorials about the wire deformer,which they can be found on my channel here on vimeo. Enjoy

EDIT: Later on I figured out parent constraint doesn’t always give the wanted behaveior if there is more then one controll between the parents so I switched to a node set up that can be explained with this expression :
(I’m a fan of maya nodes over the expressions so use nodes! :P )
child.tx = (parent1.tx*0.33 + parent2.tx*0.66);
in case you used my script and scaled the controller to fit the rig . there is an attribute called “controllerInfluence ” on the main controller group that scale or reduce the influence of the controllers on the wire deformer .
So if you scaled you controller you need to fix the expression like that
child.tx = (parent1.tx*0.33 + parent2.tx*0.66)*controllerInfluence ;
and you need to make same expression in order to work for ty and tz.
Hope it helps

Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , , , , | Leave a comment

Creating a Quick & Key-able Depth Of Field In Maya

Grecco Salem posts a tutorial for creating a quick and dirty key-able Depth Of Field in Maya 2012 by using the distance node to control the camera’s DOF value.

Grecco Writes: Just wanted to show everyone a very quick and easy way to get a key-able depth of field (DOF) pass in Maya 2012. If you wish to key the OutMax attribute (The “End” of the DOF) simply key the corresponding locator that the distance tool created. Remember to Parent constrain the 1st locator to the camera so that it follows your camera. You can also connect the OutMin to a separate distance tool if you wish using the same technique.

Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , , | Leave a comment

Introduction to Set Driven Keys in Maya

Pat Imrie with a quick look and overview explaining Set Driven Keys in Maya and provides a few examples of how to incorporate them into a workflow.

Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , , , , | Leave a comment

Creating a No-Flip IK Limb in Maya

Matthew Murray takes a simple look at Creating a No-Flip IK leg in Maya with a regular IK chain with a Pole Vector system that drives the skin joint chain. Check out the tutorial for Creating a No-Flip IK Limb in Maya on Matthew’s Page here.

Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , , | Leave a comment

Export a Custom Rig With Animation from Maya to Unity

Ingo Clemens (The Brave Rabbit) shows some of the problems encountered when trying to export a custom rig from Maya to a game engine such as Unity 3D, and demonstrates how to get around them, and also offers some Maya Scripts to ease the process. Check out the post for Export a Custom Rig With Animation from Maya to Unity here.

Ingo Clemens Writes: This tutorial is about how to transfer a custom rig including animation from Autodesk Maya to a game engine such as unity. The main problem for this process is that most of what makes up a character rig, such as controls, constraints, connections, expressions will not always get properly imported into the game engine. One way to get around this is to build a rig that includes only the features that can be read by the game engine, which are usually joints and maybe ik controllers. The downside of using such a limited rig for animation is that the animation process itself becomes a real pain because all the nice controls that can make animating a breeze are missing.

Posted in 3D, maya, maya rigging tutorials, Unity, Unity3D | Tagged , , , , | Leave a comment

Freedom of a Constrained Node in Maya

Tech Artist Maulik Kataria with a great post on the Freedom of a Constrained Node in Maya which answers the question of what a constrained node in Maya stops inheriting transform values form its top hierarchy. Check out the post for Freedom of a Constrained Node in Maya by Maulik Kataria here.

Maulik Kataria writes: When you constrain a transform node using Maya’s constraints, it stops inheriting transformations from its top hierarchy. However, if you just connect (for example) translation attributes directly or using simple arithmetic nodes, the connected node continues to inherit transformations from its parent. The difference is because of how a constraint calculates the final output

Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , , | Leave a comment

Maya Advance Reverse Foot Roll Using Nodes

Marco Giordano shows how to create a character rig’s reverse foot roll using only Maya nodes. Marco notes: this is a tutorial about an advanced revers foot roll using maya nodes only. I suggest you to have basic understanding of rigging in Maya since i didn’t explaing every single button i used, I was trying to keep down the lenght of the video

Related Posts with Thumbnails
Posted in 3D, maya, maya rigging tutorials, maya tutorials | Tagged , , , , , , | Leave a comment