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View Full Version : please help a baby animator(maya)


shenglc
07-20-2008, 05:10 AM
hi there-
my confusion is about character set.

so ive been squeezing my brain out for 2 weeks to be able to understand
and come up with a reasonable human rig.

now when i create the character set,
do i select the controllers or the bones or both?
what about the sub-bone sets?
(i have another set of arm joints that constrains the actual bone,
for the shoulder muscles)

it looks like if i select everything at once and create the set,
some of them wont be included.
i often need to manually select the attributes(channelbox)
and add them to the character set a few at a time.
there was a voice from void telling me something is wrong.

also when i start to key, is it normal that i see keys in both
"no charater set" and "my character set name" ? (on the time slider)
'cos those keys outside of my character set belongs to my character! (eg. a joint)
do i move the rig controllers and press s to key or
should i select the character set and key the attributes in the channelbox only?
this should make no difference but im getting paranoid as you can see.

i know it is bad when my pizza turn green,
but what if an attribute in the channelbox turn green? is that normal, or bad?
it happens when the object belongs to a character set and
i keyed it outside of the character set. (i think)

one last question is that if the rig controllers are included in the character set,
wouldn't it be a lot less compatible when exporting/reusing?
(i mean not only the target needs to have the same number of joints but a whole
identical rig?)


===
sorry about the long post.
ive been self learning maya and modeling, textures seem to cope (not awesome but, cope)
but the Animation IS A JUNGLE.. where the real fun is, i belive:bounce:


thank you for your time,
lots of love

SheepFactory
07-20-2008, 05:53 PM
You should be keying controllers and nothing else. You shouldnt even see joints when you are animating.

Also character sets are useless. Just select every controller on your rig and copy the result of that from the script editor to the shelf. When you click that you can key all controls of the model easily. You can make similar selection buttons very quickly and it is much cleaner and faster than dealing with character sets.

shenglc
07-21-2008, 04:04 AM
thanks for the advice SheepFactory.

i only see joints when i need to make FK animations, uprising arms mostly.
at this point i have no clue about FKs except for rotating joints manually.
should i make controllers for FKs too?

i do now realize that managing controllers efficiently (like the tip you mentioned)
can pretty much do the job too.
im just interested in the workflow of character set because it seemed be able
to make the keys tidier and more manageable.
also the redirect tool looks pretty useful for after tweaking-
instead of diving into the 500 curves in GraphEditor.

any comments welcome.
i really want to know how people make things work because i usually make them not work.

SheepFactory
07-22-2008, 05:49 PM
What is a "redirect tool?"

kabojnk
07-22-2008, 10:21 PM
What is a "redirect tool?"

redirect toolは方変わるのにが善しですけど、全てなアニメーションの方法を使
えると思います。

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07-22-2008, 10:21 PM
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