How to Rig a BatWings in Maya


#1

Hello Guys,
I am facing a big problem with bat rig i cant rig the body somehow but problem is the wings cuz they are most important and the tricky part to rig , as i have seen several videos of bat animation the wings are difficult to understand whether its single mesh or they have just made other mesh and just combined with the main body so i want to know how do i skin and also it has fingers with it along with the mesh …


#2

Howdy,

Have a look at my post here:
http://forums.cgsociety.org/showpost.php?p=4999771&postcount=6

… to give you some ideas. :wink:

Adios,
Cactus Dan


#3

Hey cactus thanxs man i did it on one single meash and now i am havin problem with global ctl as the mesh isgoin with it but the wing isn’t as i have applied ncloth on it i also looked into the option of ncloth but nothing was useful or should i use two different mesh and that to separated … let me know

And thnxs for helping me …


#4

Howdy,

Well, since I only have Maya PLE, I can’t really advise you on ncloth.

But, with my rig in Cinema 4D, I used 2 separate meshes. The wing membrane had the cloth simulation and the arm and fingers mesh was rigged and skinned. I would imagine you could set it up the same way in Maya with ncloth?

Adios,
Cactus Dan


#5

Hi,
nCloth already have 2 meshes in the system, the input mesh and the current mesh.
When you see dynamic simulation that mean you’re seeing the ‘current mesh’.
Go to nMesh>display input mesh or display current mesh.

The input mesh - the base mesh - bound to joints.
The current mesh - the duplicated mesh that will be simulated.

There is an attribute on nCloth called ‘input mesh attract’ which responsible for the current mesh to stick the input mesh, turn that to 1 then paint vertex property map. The middle of the wing should be black so this part going to be simulated to flap around and the outter boundaries should be white so they stick to the wing bone which is getting deformed by joints.

Don’t forget to choose ‘input attract type’ under dynamic property maps of the nCloth node to ‘per-vertex’.

You can also turn off the nCloth node not to calculate by checking off the ‘enable’ checkbox.

Enjoy!


#6

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.