some issues in maya rigging


#1

::- How many types of driver follows are there other than digital tutors(cartoon rigging + production rigging + game character rigging(for middle two bends)) and transforming robot(Dynamic Parent Tool).

::- Do we have to make toe(x, y and z) rotate for blendable ik/fk leg for ik. Though i think i cant rotate my toes instead only when I when i do yoga(for legs fingers). Or ogre rig three ik’s is needed.

::- Can we make same controls for blendalbe ik/fk leg for fk. Or simple orient is good for all fk’s.

::- Can you give me some help of how to make tongue rig. Though i was able to do digital tutors Face GUI tutorial for 5 times. I was unable to make non blendshape tongue latest available rig. though i will read defoermers tutorials and able able to make.Or use ik handle stretch.

::- Do we need bended spine and/or stretch for basic rigging. though i will practice more of feature rigging(FD) in which there was shift in top bone which was removed. And i will be able to make puppet rig spine stretch. can we apply cartoon character spine stretch to bended spine. though i will practice production practices(gnonom) spine bended stretch.

::- Do we need to parent (arm and forearm)twist bones to there bone and use expression editor like in game character rigging though i dont like to parent it to bone but use parent constriant like i have done in production rigging(DT) in which I used divide utility in which i think i was able of control curves right rotation like game character curve parented to bone.

::- How to twist for both ik/fk swapable and blendable hand rig by first taking ik handle to twist bone and then extending it to wrist using its effector.for both ik and fk.

::- what all we need for medium flexibility rigging for biped.some which i am doing.

  1. rubberhose.

  2. ribbon stretch and squash.

  3. dynamic curve like for tail and other things like in sea creatures(DT) having frame attribute.

4)both ik/fk stretch.

  1. I cant find help for face stretch and squash.

Thanks.


#2

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