ppgpilot
02-03-2010, 04:15 AM
Need help figuring our where I've been going wrong with the rigging and animation of a character in Maya 7.0.1
I have a character that needs to fly around like Tinkerbell, blink, facial expressions, wing flapping, legs bending, picking up objects, no walk-cycles though.
The model consists of the following meshes:
2 eyelids, each consisting of 3 eyelashes and one eyelid mesh combined as one poly
2 eyeballs
4 wings, i.e. butterfly
1 Torso from the neck down with limbs
1 Head
1 base hair wig made of about 20 overlapping and intersecting cylinders formed like Shirley Temple curls but capped at the ends.
2 pony tails
2 antennae stems
2 antennae buds at the end of those stems
1 necklace and about 7 jewel meshes combined to make a pendant
1 one piece dress
I'll use Various props to be held in hand, i.e. magic wand, cookie, cupcake
First I had created my facial expression blend shapes with about 7 head copies.
Then I created the skeleton and smooth-bound the torso, limbs, neck to the back root joint.
Painted the skin weights, only my tablet pen worked, the mouse would tear the mesh up.
Created two aim constraint locators for the eyes
Created a controller panel with sliding cubes(slider switches) to use driven keys matching the y axis position of the slider switch with the XYZ rotation of the eyelids.
Added another driven key slider switch to drive the eyeball aim constraint locators, x,y to x,y.
For the ponytails and the antennae, I added 3-joint bones for each from the crown outward.
I added 2-joint bones for each of the wings all coming out of the main skeleton's upper-torso spine bone.
I bound the head to the neck bone using a rigid bind as I did with the wings.
I parented the eyes and eyelids to the head bone.
Everything was working beautifully, wings flapping from my controller rig, eyes looking around, blinking nicely, skin was bound well enough for the minimal shoulder, elbow and knee bends required.
Then I tried moving the character via the back root.
That's when the trouble began. The eyelids rotated out of the head, the eyeballs scaled up and out of the sockets, yikes, what a mess.
So this must be a lesson for me in the sequence of the skinning, blend shapes, parenting, aim constraints, etc?
I've since detached all skins, unparented everything, poly separated almost everything, not the necklace, deleted by little cube sliders and my aim constraints, deleted all history on everything and I'm ready to re-connect everything and get back to animating this character. I think I've done this a couple of times now, started over that is.
Have I described a problem above in my methodology or sequence of parenting, binding, smooth vs rigid binding, aim constraints, blend shapes, driven keys, etc?
I hope someone can set me straight on this.
Thanks,
Kevin C.
I have a character that needs to fly around like Tinkerbell, blink, facial expressions, wing flapping, legs bending, picking up objects, no walk-cycles though.
The model consists of the following meshes:
2 eyelids, each consisting of 3 eyelashes and one eyelid mesh combined as one poly
2 eyeballs
4 wings, i.e. butterfly
1 Torso from the neck down with limbs
1 Head
1 base hair wig made of about 20 overlapping and intersecting cylinders formed like Shirley Temple curls but capped at the ends.
2 pony tails
2 antennae stems
2 antennae buds at the end of those stems
1 necklace and about 7 jewel meshes combined to make a pendant
1 one piece dress
I'll use Various props to be held in hand, i.e. magic wand, cookie, cupcake
First I had created my facial expression blend shapes with about 7 head copies.
Then I created the skeleton and smooth-bound the torso, limbs, neck to the back root joint.
Painted the skin weights, only my tablet pen worked, the mouse would tear the mesh up.
Created two aim constraint locators for the eyes
Created a controller panel with sliding cubes(slider switches) to use driven keys matching the y axis position of the slider switch with the XYZ rotation of the eyelids.
Added another driven key slider switch to drive the eyeball aim constraint locators, x,y to x,y.
For the ponytails and the antennae, I added 3-joint bones for each from the crown outward.
I added 2-joint bones for each of the wings all coming out of the main skeleton's upper-torso spine bone.
I bound the head to the neck bone using a rigid bind as I did with the wings.
I parented the eyes and eyelids to the head bone.
Everything was working beautifully, wings flapping from my controller rig, eyes looking around, blinking nicely, skin was bound well enough for the minimal shoulder, elbow and knee bends required.
Then I tried moving the character via the back root.
That's when the trouble began. The eyelids rotated out of the head, the eyeballs scaled up and out of the sockets, yikes, what a mess.
So this must be a lesson for me in the sequence of the skinning, blend shapes, parenting, aim constraints, etc?
I've since detached all skins, unparented everything, poly separated almost everything, not the necklace, deleted by little cube sliders and my aim constraints, deleted all history on everything and I'm ready to re-connect everything and get back to animating this character. I think I've done this a couple of times now, started over that is.
Have I described a problem above in my methodology or sequence of parenting, binding, smooth vs rigid binding, aim constraints, blend shapes, driven keys, etc?
I hope someone can set me straight on this.
Thanks,
Kevin C.
