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	<title>CGTalk - Maya Character Setup</title>
	<link>http://forums.cgsociety.org</link>
	<description>CGTalk, the CGSociety's official forum for digital artists</description>
	<ttl>120</ttl>
	<language>en-us</language>
	<item>
		<title><![CDATA[Webinar with Victor Vinyals]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108589</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: Boucha<br>
Post Time: 05-24-2013 at 08:14 AM<br>
Text:<br>
<br>
<a href="http://www.puppeteerlounge.com/webinar" target="_blank"><img src="http://www.puppeteerlounge.com/wp-content/uploads/2013/05/noFlipSetup_webinar_580.jpg" border="0" alt="" /></a><br />
 <a href="http://www.puppeteerlounge.com" target="_blank">Puppeteer Lounge</a> is proud to present an Exclusive WEBINAR session with our guest instructor <a href="http://www.victorvinyals.com/" target="_blank">Victor Vinyals</a>!<br />
  <br />
  Come join us to learn the insides and secrets of the Non-Flip Setup! <br />
  <br />
  More Info: <a href="http://www.puppeteerlounge.com/webinar" target="_blank">http://www.puppeteerlounge.com/webinar</a><br />
  <br />
  Feel free to take a look at the impressive Non-Flip shoulder setup from Victor's Businessman rigging reel : <a href="http://www.facebook.com/l.php?u=https%3A%2F%2Fvimeo.com%2F56915007&amp;h=EAQH6VckI&amp;s=1" target="_blank">https://vimeo.com/56915007</a><br />
  <br />
  Hurry Up! Limited seats!]]></description>
		<pubDate>Fri, 24 May 2013 03:14:36 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[Edge Loop Tool After HumanIK]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108584</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: PogMiHone<br>
Post Time: 05-24-2013 at 04:37 AM<br>
Text:<br>
<br>
Heyo!<br />
<br />
So, I was getting some bad deforming on the hips so I added in a couple edge loops. Issue is now when I used the Paint Weight Tool, the white shading doesnt stay along the new edge loops if I happen to hit the Z key. But it looks like the vectors stayed in the wanted position, so I guess there's not too much issue in it. <br />
<br />
The question is; is there some way of properly adding in new edges after attaching the skeleton to the model? <br />
<br />
In addition, now the painting tool is messing up. I had the arms all done and finally made my way to the legs. Then I came back and tested the arms and they were all deforming improperly. So, I checked the paint weights and theyre all mangled. And there are random vectors across the body that are shaded white. And the biggest issue was then I started to repaint the upper right arm, it was manipulating a part of the stomach. Other parts of the arm were actually changing the side of the hip.. The vectors are all ass-backwards....anyone ever have this issue? My guess Im going to have to detach the skeleton for the 3rd time and redo it all. <br />
<br />
Lets hope not...<br />
<br />
Thanks!]]></description>
		<pubDate>Thu, 23 May 2013 23:37:20 +0000</pubDate>
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	<item>
		<title><![CDATA[Skin weigting]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108511</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: andyman121<br>
Post Time: 05-23-2013 at 02:50 PM<br>
Text:<br>
<br>
Hi,<br />
<br />
Is there a way of saving a skin weighting profile?<br />
<br />
I have spent a good while tweaking the skin weighting of a character and the skeleton hierarchy and topology will be the same for other characters (with just different proportions)<br />
<br />
I would like to be able to use the skin weighting from the character I have done already and apply it to the other characters.<br />
<br />
Cheers,<br />
<br />
Andy]]></description>
		<pubDate>Thu, 23 May 2013 09:50:59 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[Snail Rig Tutorial]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108378</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: nkapiteni<br>
Post Time: 05-22-2013 at 06:49 PM<br>
Text:<br>
<br>
Hello,<br />
<br />
I was wondering if anyone knew where I could find a nice snail rig example or tutorial. I'm kind of testing out things with a couple of simple IKs. I'm pretty new to Maya and haven't really messed with anything more complex than bipeds. If someone could give me some advice or point me in the right direction, that'd be superb.<br />
<br />
Much Thanks! NKap]]></description>
		<pubDate>Wed, 22 May 2013 13:49:18 +0000</pubDate>
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	<item>
		<title><![CDATA[Paint Skin Weights Tool Not Working]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108070</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: PogMiHone<br>
Post Time: 05-20-2013 at 11:32 PM<br>
Text:<br>
<br>
Hello! <br />
<br />
I created a rig using the HumanIK system. I used Smooth Skin Bind and need to fix up the weights, but when I go to the Paint Skin Weights Tool, the brush comes up but the model doesnt change to the black mesh so I can alter the weights. Does anyone know why the tool wont work properly?]]></description>
		<pubDate>Mon, 20 May 2013 18:32:03 +0000</pubDate>
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	<item>
		<title><![CDATA[MAYA TUTORIAL : placing correctly a pole vector with math and python]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108053</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: giordi<br>
Post Time: 05-20-2013 at 07:11 PM<br>
Text:<br>
<br>
Hi guys!<br />
I am here to share my last two tutorials for maya.<br />
They are about how to correctly place a polevector in maya in a way that when you  create the polevector constraint your chain wont move , also it will be possible to offset the locator and so on.<br />
Everything is done by doing some vector math and using python!<br />
comment and critique are welcome!<br />
If you want to stay up to date with the releases of tutorial/scripts and plugin just subscribe to the newsletter or follow me on vimeo :<br />
<br />
<a href="http://www.marcogiordanotd.com/newsletter.php" target="_blank">http://www.marcogiordanotd.com/newsletter.php</a><br />
<br />
here the tutorials :<br />
pt1 : <a href="https://vimeo.com/66015036" target="_blank">https://vimeo.com/66015036</a><br />
<br />
pt2 : <a href="https://vimeo.com/66262994" target="_blank">https://vimeo.com/66262994</a>]]></description>
		<pubDate>Mon, 20 May 2013 14:11:03 +0000</pubDate>
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	<item>
		<title><![CDATA[What excatly is &quot;relative&quot; in Maya?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108008</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: theJackson<br>
Post Time: 05-20-2013 at 01:38 PM<br>
Text:<br>
<br>
can somebody make me understand what is relative in maya which we see often times in cluster options and most of the MEL commands use -relative flag?<br />
<br />
any and all help is greatly appreciated!]]></description>
		<pubDate>Mon, 20 May 2013 08:38:27 +0000</pubDate>
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	<item>
		<title><![CDATA[Loosing Skin Connection]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107617</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: cineartist<br>
Post Time: 05-18-2013 at 05:49 AM<br>
Text:<br>
<br>
This is happening fairly consistently.<br />
<br />
My workflow is I skin my character and then start building some other poly objects in the scene either from scratch or by importing obj to use as nCloth objects.<br />
<br />
I am using Layers. So I will often put the rig and the body in another layer as well as the cloth objects in their own layers. Just FYI. Everything seems to work OK here.<br />
<br />
But at some point along the line I go back to try and animate the body or import some motions from MotionBuilder and I find then, that the skin has become detached. It has been completely deleted from the scene.<br />
<br />
I do not ever touch the body or the rig. I don't delete any history on it.I usually simply hide it out of the way using layers and that is it. But something I do someplace causes the skin to detach and I have not been able to track it down.<br />
<br />
Now of course I can always go back and open the rig file and then export and import the cloth objects into that scene.<br />
<br />
The problem is, I also find this happening while I already have the rig and the cloth objects working in my scene. Then I'll go in and do some attribute painting or other edits to the cloth, only to find once again the skin on the body has become detached.<br />
<br />
Anyone have any ideas where I might look as to what is causing this?<br />
<br />
Maya 2014.]]></description>
		<pubDate>Sat, 18 May 2013 00:49:20 +0000</pubDate>
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		<title><![CDATA[Weight Painting Becoming Impossible 2014]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107402</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: cineartist<br>
Post Time: 05-16-2013 at 09:31 PM<br>
Text:<br>
<br>
I am pretty sure I am using the same work flow from 2013.5 which was working fine.<br />
<br />
First I Smooth Bind with Heat.<br />
<br />
Then I go in and tweak.<br />
<br />
But I am running into issues that are taking forever to workaround, making painting nearly impossible.<br />
<br />
First thing that happens is I am painting a smooth between two influences. Undo does not return to the previous state but rather borks it entirely, removing influences from one of the two bones entirely and I have to go in and repaint and resmooth.<br />
<br />
But what starts happening is that it seems to stop being able to actually smooth the two areas and begins removing influence from the ajacent bone and I go around in circles, finally have to restart the app and then it will begin working properly again.<br />
<br />
But then further, someplace along the line perhaps an undo (or whatever) will assign influences to the area I am working on from a bone far away.<br />
<br />
Then I have to go an hunt down that influence and erase it.<br />
<br />
This type of thing goes on and on around in circles for hours for something I should be able to do in a matter of minutes in another app.<br />
<br />
Something I am doing wrong?<br />
<br />
Seems that painting was working fine before.]]></description>
		<pubDate>Thu, 16 May 2013 16:31:57 +0000</pubDate>
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		<title><![CDATA[Set driven keys + manual animation?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107399</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: andoneus<br>
Post Time: 05-16-2013 at 09:13 PM<br>
Text:<br>
<br>
Hi there,<br />
<br />
I have a character setup with a set driven key for the fist.<br />
The problem is that in addition to having this SDK that controls the fist, I would like to do some individual animation on the fingers as well.<br />
However, as the Rotate -values are connected straight to the set driven key, I cannot control them individually - for example, if I move the controller of the thumb and set a key, it does not work.<br />
<br />
Is there any way I could do both: have the set driven keys AND control the affected curves manually when needed?<br />
<br />
Thank you!]]></description>
		<pubDate>Thu, 16 May 2013 16:13:38 +0000</pubDate>
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		<title><![CDATA[Rigging a spider leg]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107132</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: Ekenryd<br>
Post Time: 05-15-2013 at 09:44 AM<br>
Text:<br>
<br>
Hi,<br />
<br />
I'm having some trouble rigging a mechanical spider leg. If you look at the screen attached, that's how I've done it now to get my desired look, motion and control over the leg. However, the problem is now I have to keyframe and sync two parts of the spiderleg. Making the whole leg one ik or a cross stiched ik doesn't give me what I want. <br />
<br />
Does anyone have any tips on how I can get this maneuverability with just one control (like only the ik ctrl), or at least in a more effecient manner? I'm out of ideas. Something like determening ik-influences per joint, or I don't know really, anything <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
In the zip-file I've linked to there is a playblast of how I want it to look, and also the .ma scene. It's kind of hard to describe with words.<br />
<br />
<a href="http://www.speedyshare.com/pxaQX/spiderleg.zip" target="_blank">http://www.speedyshare.com/pxaQX/spiderleg.zip</a>]]></description>
		<pubDate>Wed, 15 May 2013 04:44:02 +0000</pubDate>
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		<title><![CDATA[Plant rig Setup Help !!]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106991</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: sabarishwar<br>
Post Time: 05-14-2013 at 05:28 AM<br>
Text:<br>
<br>
Hi guys, <br />
<br />
Recently i got an assignment to do rig Setup like this. I want some tips and tricks for how to do this setup and get output same like this. So i need help from u buddy's.<br />
<br />
<a href="http://www.youtube.com/watch?v=oFAey9xAldA&amp;feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=oFAe...eature=youtu.be</a>]]></description>
		<pubDate>Tue, 14 May 2013 00:28:11 +0000</pubDate>
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	<item>
		<title><![CDATA[IK in the wrong direction]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106822</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: ilema<br>
Post Time: 05-13-2013 at 12:46 AM<br>
Text:<br>
<br>
Hi, <br />
I am pretty new with rigging, so I guess is a simple mistake, but I´ve been wandering for a while with this little problem and I can still not find how to fix it. I am rigging a human figure and I am having problems with the IK direction when parenting it to a control. It is, to be precise, the control for rotating the heels. It works fine (goes up and down, rotates and so on) until I parent it to the control of the heel (I am following a tutorial, so it is a standard way of doing it, moving the pivot of the control to the center of the joint and then parenting the IK handle to the control). When I parent, it doesn´t rotate in Y, so I guess it is a problem about the direction of the joints or the IK... I rebuilt the legs taking care of the direction and tried to set a preferred angle (without the IKs), but still is not working.<br />
Any suggestions?]]></description>
		<pubDate>Sun, 12 May 2013 19:46:07 +0000</pubDate>
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	<item>
		<title><![CDATA[Help With Skinning + Dynamics]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106055</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: CGHut<br>
Post Time: 05-07-2013 at 06:59 PM<br>
Text:<br>
<br>
Hello,<br />
<br />
I'm still a beginner at character creation (infact I'm working on my first one). The character I'm modelling is Hatsune Miku - a Japanese virtual singer. <br />
<br />
I've finished rigging the model (atleast I think I have) and am now working on binding it. Can I bind the head joint with the head <b>and</b> the hair? <br />
The hair is polygon modelled and I want the ponytails to be dynamic so that it flows with wind and etc. <br />
<br />
Does anybody see a problem with what I plan to do? <br />
<br />
I'll attach an image of my character in case it may help to understand.<br />
<img src="http://puu.sh/2ON2Q.jpg" border="0" alt="" />]]></description>
		<pubDate>Tue, 07 May 2013 13:59:20 +0000</pubDate>
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	<item>
		<title><![CDATA[RigHelper Beta]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106008</link>
		<description><![CDATA[Forum: Maya Character Setup<br>
Posted By: nfd77<br>
Post Time: 05-07-2013 at 01:54 PM<br>
Text:<br>
<br>
Hey guys,<br />
<br />
first post here. Just looking for some beta testers for a script I've been working on. <br />
<br />
RigHelper speeds up the rigging process of biped rigs. It can be used on any model. You can find RigHelper and all of the help resources here <a href="https://sites.google.com/site/nicholasfdupree/rig-helper" target="_blank">RigHelper Site</a><br />
<br />
Please post any bugs/criticisms/concerns here. I'm more than happy to help out and squash bugs. <br />
<br />
- Nick.]]></description>
		<pubDate>Tue, 07 May 2013 08:54:38 +0000</pubDate>
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