Rigging in Maya?

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  02 February 2013
Rigging in Maya?

Hey everybody,

quick question around here. I have been approached by a student working on his bachelor movie in Maya. The student himself is a modeller and has never created a single rig. Hes seen some of my rigs in Max and has asked me how to achieve a rig in Maya that is to be used in MoCap as well as hand animation and should handle martial arts action.

Okay, now that everybody has stopped laughing, lets get down to business .

In Max I would either create a custom rig PEN-style or use a CAT base rig and add additional controls on top of that. Sure, It would be a rush job, but it would work.

I havent worked in Maya for the last 5 years, so my first thoughts here would be the Human IK template or create a custom rig with a big amount of driven keys and maybe some Spline IKs for the spine and stuff like clothing. I also remember that using driven keys on the Human IK wasnt possible because the rigs structure.

What are your opinions? Are there any new major features concerning rigging that I am unaware of? If anybody can give me some food for thought, Id be really grateful.

Cheers

Chris
 
  03 March 2013
*Shameless bump*

28 views and not a single comment, Come on, people . All I want to know, is if there are new rigging templates in Maya that are recommended for MoCap sessions. Id need to installa 30 day license to make an evaluation so I am dependent on your advice here...


Cheers

Chris
 
  03 March 2013
Originally Posted by dunkelzahn: *Shameless bump*

28 views and not a single comment, Come on, people . All I want to know, is if there are new rigging templates in Maya that are recommended for MoCap sessions. Id need to installa 30 day license to make an evaluation so I am dependent on your advice here...


Cheers

Chris


When it comes to mocap, Human IK seems to be a pretty standard tool from 2013+

I'd look up what some game studios are using that need to meet those specs.
 
  03 March 2013
Howdy,

Well, I'm not using Maya, but I like to create a dummy mocap driver skeleton with dummy targets parented to the bones and then target a rig's IK controllers with PSR constraints to those dummy targets and let the mocap animation drive the IK rig.

Something like this:
http://www.cactus3d.com/bvhBlend.mov

... that way the animator can make manual tweaks in the animation if necessary.

I'm not sure how you'd go about that in other applications because I'm using Cinema 4D with my own character rigging plugins.

Adios,
Cactus Dan
__________________
It doesn't matter what people say about you, just as long as they're talking about you.

cactus3d.com, cactus3d-Plugins, CD Character Plugins forum
 
  03 March 2013
Originally Posted by Cactus Dan: Howdy,

Well, I'm not using Maya, but I like to create a dummy mocap driver skeleton with dummy targets parented to the bones and then target a rig's IK controllers with PSR constraints to those dummy targets and let the mocap animation drive the IK rig.

Something like this:
http://www.cactus3d.com/bvhBlend.mov

... that way the animator can make manual tweaks in the animation if necessary.

I'm not sure how you'd go about that in other applications because I'm using Cinema 4D with my own character rigging plugins.

Adios,
Cactus Dan


I would go with the same technique as mentioned by Cactus Dan. Basically have a mocap rig drive the animation rig via some layering like constraining the offset groups of controllers. This way the animators can do hand key animation on the controls to override or fix the mocap. Pretty much similar setup to IK FK blending controls.
__________________
Suchan Raj Bajracharya
Character TD | Mentor
http://suchanspot.blogspot.com/
http://puppeteerlounge.com/
 
  03 March 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 08:57 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.