View Full Version : Argh.. maya Rigging problem.
champloo 03-18-2008, 11:47 AM HI everyone..
I am extremely new to Maya rigging.. After following countless rigging tutorial. i have finally managed. BUT I have encountered a major problem.
As you can see.. if o move the character the L_ ears moves. And it shouldn't.
I have gone back in the outliner and checked is any constrains were causing the problem.
but R_ear and L_ear are identically the same.
if anyone could help me, i would be grateful.
Thanks
http://i163.photobucket.com/albums/t283/smokyami/Problem.jpg
http://i163.photobucket.com/albums/t283/smokyami/Picture14.jpg
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How do you have your ears set up? Guessing by the clusters you have a spline ik set up for your ears? Although your last image looks like they are standard IK.
If it is spline ik check that each clusters are constrained properly to the controls, and that the controls are then parented/constrained to the correct place. (which I think it is already, but double check anyhow). It may be something stupid like you turned off an option for the constraints accidently, or what ever.
If everything is there, make sure that everything is properly skinned. It doesn't look like this will be the problem but its worth checking.
Another long shot, but I also noticed that your naming is different. (fex. R_earControls - L_ear_controls and double underscores '__' in some of the names.) If you have any expressions running, it may be that you have mis-typed some of the names.
Hopefully that helps.
champloo
03-19-2008, 01:16 AM
it was a constrain problem as you suggested they were not properly constrained and parented.
thanks (^_^)
(O_O!) oh we mustn't have two underscores to name objets and riggs??
dryst
03-25-2008, 09:55 PM
There's a lot to rigging in Maya and it's easy to have simple mistakes get larger further down the line. For the ear a typical problem if you are using IK is the the IK handle isn't constrained or parented under the supermover you when you move the character the IK handle is staying in place.
About the namespace though; it really depends on how your rig works. For some simple reference I'll give the example of Bloke on HighEnd 3D. To control his hands/fingers attributes were added to the controllers that control the IK handle. Pinky1 Thumb2 ect.. If you select both hands you can go and highlight the fingers you want to move in the channel box and move all of the fingers at one time.
If the names were written using a different naming convention this wouldn't work because maya reads these controls as either expressions or through MEL. So when you select L_HandCntrl.pinky1 and R_HandCntrl.pinky1 you can control them both at the same time if you want, but if they were different conventions for naming like L_HandCntrl.pinky1 and R_HandCntrl.pinky_1 they would not have the same convention so they would be read as two completely seperate attirbutes.
On characters that use soley UI controls it's a lot more forgiving because the creator has to connect the attributes to the controllers him/herself so the exact names aren't as much of a problem.
-peace
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