Friday 27 February 2015

Maya rigging

animation menu
skeleton
joint tool

display
joint size

panel
authographic
top view to place joints

but elbow at a bit of a bend to make it easier for Inverse kinematics
hold shift to constraint the joint into a straight line

move setting (cone and arrow)
change from world to object

name stuff!
use perspective view to make sure joints fit inside object
mirror joints select L change it to R- does it for you

right click slect vertex=purple dots

select joint
shift select object
skin
smooth bind
bind method
selected joint
joint hiarachy
cosest distance
dual quatering
max influences
3
dro poff rate...4?
bind skin

painting wieghts
b is brush
put opacity at 1 but value at zero so its black and means it has no influence

create nurb cirlce
snappt o elbow joint (v)
rotate 90 degress in z
dreates controller
modify freee transfromations
edit delete by type
history
select both skeleton and controller click constrain
orient
orient constrain options
click y
cos it can only move 1 way

creat cv curve tool
draw around hand
hand controller
shift select joint
constrain
orient
all cause wrist moves alll over

modify
add attribute
fist
keyable
data type=float
min 0
max 10

edit
set driven key
load driver
select attribute (fist)
key at 0 (hand neutral flat)
set value to 10
select all finger joints at once cause they all move in the same direction
key
load driven
wanting to frame thumb
key at 0 roatae y
first at 10
move thumb to where it should be
hit key


skeleton
ik tool
current solver
click shoulder and wrist
left arm name





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