View Full Version : Natural IK in Maya?
ngrava 08-14-2003, 11:07 PM Hey folks,
I was wondering if anyone knows if it's possible to create an IK rig that worked like motion builder, Animanium or human IK for Max? I'm thinking in particular of joint pinning and IK that radiates through out the skeleton. I'd love to be able to move the arm and have the spine move with it. basically any joint that's not pinned.
Thanks,
-=GB=-
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SaucyJack
08-14-2003, 11:28 PM
Hi
Just been checking out Motion Builder this pastweek plus the 3dBuzz vtms. Im totally blown away with MB. Soooo simple to setup a skeleton in Maya and import it into MB. Thougtht my rigs were the bees-knees until i checked out MB. Hmmmm
Constructing this kind of rig in Maya would be V.difficult but not impossible me thinks. I'd be very surprised if Kaydara weren't working on somekinda HumanIK plugin for Maya.
Still, like yourself i'd be much interested in achieving this kind of rig using Maya's toolset.
SaucyJack
08-14-2003, 11:42 PM
Oh,and if you haven't already you should checkout the sticky thread at the top of the page. It pretty much answers your question.
:thumbsup:
ngrava
08-14-2003, 11:49 PM
Yeah, I have Motion Builder too. I think I like working in Maya better though. I like being able to animate with all the silly deformation things that I do that Kaydara doesn't seem to have. Plus, it's just easier cuz I'm used to it. ;-)
I think what Kaydara does is not exactly what I was thinking of when I think of Human IK. What I mean by that is, when you move some part of your body, other parts often move with it. Like when you turn your head, your shoulders rotate a little or when you pick up your foot, your pelvis moves and rotates a little to compensate for the weight change. This isn't exactly what motion builder does. Instead, when you move a limb past it's over all length, then the shoulders get pulled along with it. Animanium is a much better example but at this point it hasn't even be released so it's all just in theory. ;)
What I'd love is a rig that gave you Keyable attributes (on each main point of the skeleton) for the amount of infuence that one point has over the whole skeleton. I guess by "point" I mean: Head, sholders, pelvis, feet and hands. As you move each one they would exert that certain amount of influence over the other points... Does that make sense?
can anyone think of how I would write an expression that might be able to do this?
Thanks again,
-=GB=-
Phearielord
08-15-2003, 02:38 AM
Check out the auto rigging script by Radiant Square called 'Final Rig'
In there they have something similar to what you are looking for, I think.
it's one of the best rigging scripts I've seen so far for Maya.
DePingus
08-15-2003, 04:25 AM
In RadiantSquare's FinalRig, after creating the guides set the Arm Rig Setup to IK Only. Then create the rig. Next turn on the big Body IK Switch (above the timeline controls). I don't think its as advanced as Animanium and I don't think pinning is possible (yet). But its a start.
Also make sure you have the latest version of FinalRig. Its got finger control sliders and hand poses. Have fun!
leif3d
08-15-2003, 05:40 AM
yep...FinalRig is the closest thing to animanium an motion builder....some things are missing but it has all the cartoony and ese of use the other two have...try it out and see if it's for you...and it's free....
ngrava
08-16-2003, 12:10 AM
Yep. Final rig is really cool. I've been messing around with it as well. However, it's is kind of unrelated to what I'm looking for. Also, it's not just the pinning I'm wanting to do but also the secondary motion.
Thanks again,
-=GB=-
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