Autodesk Maya Pose Sculpting on a Rigged Character


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This tutorial will take you through the steps of getting the pose editor to work with a rig character.

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10 responses to “Autodesk Maya Pose Sculpting on a Rigged Character”

  1. Thanks for the feedback, now to answer some of your questions. Philip as far as I know you probably could create an in the pose editor and then channel it into the opposite side connections. But I haven't tried it myself. Jason Braatz, I truly don't know and I haven't tried it yet. But all of Autodesk's demonstrations are on an HIK system, so it should be possible. Sebastian L, I too find it quite useless and prefer to use blend shapes and Drive keys it is initially the same. But that being said I haven't tried to debug it and find a good workflow for it yet. It is one of those Autodesk things where they develop a tool and it will sit there for a year or so before they get back to it and completed if ever.

  2. thank you very much!
    https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-7C5BE381-CBB3-43E7-8B4B-77376CAD09FA-htm.html
    this link is also great but the video helped a lot,

    but now i have a problem and i wonder if you know anything to fix it,
    i followed the steps and was able to create poses and i can switch back and forth by double clicking

    but now when i click edit i cannot make any changes to the mesh,
    the translate tools and sculpt have no effect on the mesh, the mesh is locked from any change for some reason even if i am in edit mode
    (outside the edit mode i can change but obviously this doesnt achieve anything)

  3. Thx well explained. Especially the controller attributes part. Not one had mentioned in other videos.
    Is there any way to mirror all the pose deformations from left to right?

  4. Great video.. in fact one of the few out there for the pose editor which is Maya makes quite un-intuitive. Have you gotten (or tried) to get the pose editor to work alongside of HIK retargeting, like in the case of either mocap retargeting or in the case of importing an ATOM animation? I can't get the two to cooperate nicely together – manual posing works but as soon as I try to drive the joints in some other way, the corrective shapes made by the pose editor don't kick in. Now I could spend all day in the connection editor to figure out why, but by that time, I may as well paint weights by hand [which I was 'hoping' that the pose editor would allow us to all shortcut around having to do that, especially for simple rigs]

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