View Full Version : darkjedi1929 Huntress Torso Maya 8.0
12-17-2006, 05:11 AM
WOOhooo!!! Looks like I am the first one to enter here.....now I just hope that I finish it.....:D
Ok, one last question....giving the modeller credit, can I use whatever rig I make as a part of my showreel.?
12-20-2006, 02:21 AM
http://img105.imageshack.us/img105/4360/wip1la2.jpg (http://imageshack.us)[img=http://img105.imageshack.us/img105/4360/wip1la2.jpg] (http://imageshack.us)
I kinda know this is a late post, but I have really been held up with office work and all that.
ANyway, here's a first WIP of my rig, I have generally built the whole thing, I will be proceeding to fine tune it section by section as the challenges progress.
12-21-2006, 05:51 PM
Since we are on the topic of the torso (torso challenge and all) I am curious as to why you are going with the straight across Collar setup vs. the Sternum setup? T shape vs. the V shape.
I am aware that people tend to do one or the other and I am just curious as to why you are using this one.. and Saying its artistic perference is perfectly fine too =)
12-21-2006, 06:00 PM
seeing this joint template, i am really eager to see the let rigging part and how this leg is done.
This is part of what I was hoping for with the challenge, an exchange of ideas and techniques.
12-22-2006, 03:26 AM
Well, the T-Setup is more of a personal choice. The reason is
a. It's simpler to simulate
b. just try raising your shoulders and not your arms. Then feel for the fulcrum, the pivot point. What I noticed was the the back side of your clavicle is actually more of a support to your muscle system, than the actual driver itself. Therefore, I really see no need of putting it in, espescially since I will be using Michael Comet's Pose Deformer to sculpt the corrective blends. Hope that's allowed Todd.
To let you guys into a secret, remember Alex Alvarez's arm rigging tutorial where he shows us how to have an extra joint in the middle of the elbow and the wrist and still achieve good IK? Combined with the No Flip IK Leg Setup. The pelvis is again purely for weighting purposes.
12-22-2006, 04:04 AM
Its not the point of rotation for the clavicle that I was wondering about. As I do something simular, but the joint to which the clavicles are attached to is what I was wondering about. At the moment it looks like they are attached to the collar bone.
Here is a quick experiment. Take your hands and clasp them together and bring them in towards your chest. Then rotate from side to side. Then try rotating from the collar joint. The body really doesn't allow for it. One of the reasons that I have been attaching my clavicle joints to my sternum is that it corrects for a more realistic rotation.
I find another good experiment for clavicle point rotatation is the finger test. Take your index finger and place it on the Collar bone about half way between the center and your shoulder. Then roll your shoulder. On most people thats the rotation point where I would place the clavicle joint. =)
All this is said not in trying to force an idea on you, but wanting to see how others think and solve problems. =)
12-22-2006, 04:50 AM
Heh. Thanks for clarifying that point DS. I kinda favor the Clavicle attached to the collar than sternum. Thats one feature that exists in all my rigs. Probably because 90% of the tutorials I studied while learning riggin had that setup :shrug:. Like a wise man once said, to each his own. I will give your method a whirl though (maybe in the future). About the positioning of the clavicle joint, thats actually a doubt I had. Thats why you can see a small offset between the clavicle tip and the shoulder joints. Thanks for clarifying that mate! Gotta separate the shoulder form the clavicle a bit more now.
Hopefully I will be able to post up a working rig video today or by tomorrow.
12-22-2006, 05:23 AM
plugins are allowed, just note it :)
12-22-2006, 09:58 AM
Just to add into the discussion,
I prefer the clavicle joints as the "sternum" setup because I've tried with both and feel that this way gives better and more realistic deformations. Animators have feedbacked to me before also that this way of setup gives more realistic way of animation too.
Just my 2 cents. :)
12-22-2006, 11:43 AM
Point noted; will keep it in mind Xenoid. BTW, thanks for all the info on the clavicle setup guys. This is a cool resource for learning rigging. More than competing it's great to see people willing to share their rigging info.
01-01-2007, 05:59 AM
Well here's the first pass of the rig I have been working on.
It's a Maya 8.0 Unlimited MA file. Unfortunately at his stagte you will need Maya Unlimited to run it....I will ake it more universally accesible in the future. Cheers
As usual, welcomin all crits and suggestions
01-01-2007, 08:03 AM
Somehow, I can NEVA ever download from rapidshare. It keeps saying limit exceed for free downloads, or a download is in progress when there isn't.
Think maybe you wana try http://www.4shared.com/? :)
Would love to see how your rig's been going.
01-01-2007, 08:32 AM
actually unless you are running a feature that is specific to Unlimited you can still open the file in Complete and unless you are using a feature that is specific to 8.0 you can edit a couple lines in the 8 ma file using your favorite text editor, to reset it to a different verision.
01-01-2007, 10:03 AM
Hey no prob Xen...the file is upped there now. Here's the link:
Looking forward to your crits and comments.
Hey Darksuit. Yeah I know that, it's just that I am using a ribbon spine to drive my character and well, right now I am going by the tried and trusted follicle approach. Heh.
01-01-2007, 01:23 PM
Thanks for the file darkjedi1929.
Nice progress... Eager to see more. :bounce:
One question, all of your spine controls only has rotation capabilities. You not intending to have translation controls? That is actually one good point of using a ribbon spine. Just thought you might want to add that in. :thumbsup:
01-01-2007, 02:50 PM
Hey Thanks Xen old boy.....
I agree with you about the ribbon spine thing; I originally intended it to be splineIK. But damn, that thing is more unpredictable than my dog ;). I just wasn't able to get the control I wanted. Same thing with FK. So the only solution in sight was Ribbon spine. And well since this is a hyper real challenge and not a toony challenge, I naturally had to remove the translation to prevent the stretching......
set your animation range to something more than 2400 frames, turn on Interactive Simulation from the Dynamics>Solvers menu and manipulate the rig to see some......er.......bouncing goodness:bounce:
01-14-2007, 04:50 AM
Whew! Long time since I posted but I was kinda tied down by a wholelotta work, so........here goes
Sorry, I just don't have the time to make any videos or anything, but there you have my file and please please please go through it and critique it.
I am using Comet's Pose Deformer, which I have included in the folder called plugins.
Would be real glad to know what you guys think about this.
01-14-2007, 04:50 AM
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