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SU 2011 – MA391 — A –Character Setup: J.B
Maya 2011 rigging tutorial – Eye Controls
Maya 2011 rigging tutorial – IK Arm
Maya 2011 rigging tutorial – IK Back spline
Maya 2011 rigging tutorial – IK Leg
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This is a quick recap for what Jason has already covered in class.
Leave any questions you have in the comments section below and I’ll do my best to get back to you in a timely manner.
by Luke
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Handy hotKeys for Maya
d = move center pivot (Insertkey also works the same way)
d+v = vert snap
d+c = curve snap
d+x = Grid snap
Ctrl+g = new null group
shift+leftClick = add to selection
q = select to (and deselect any tools in use)
p = parent
shift+p = unparent
source
15 responses to “Maya 2011 rigging tutorial – Eye Controls”
thx m8
This is great! Thank you! For anyone attaching the eye constraints to an already built rig, be sure to detach your eye joints from your original rig > select joints and bind eyes again > then parent eye joints back to original rig, once ready for control attachments, you'd want to add the constraint to the eye joints, so it can be attached to your rig. This way when you move your head your eyes follow.
hi, i have a question here… my head have a controller also, so when i turn my head and then i move my eyeball controller, the eyes are not rotate in the right way…. sorry for my bad english…
Sort and simple I love it! this video really helped thanks!
how did you flip the nurve circle to the other side?
did you used a hot key?(short cut)
Parent, then Animate > Aim Constraint. Got it.
I am having trouble with the eyes coming out of the whole body when I have a full rig and rotate the head or neck for example, this tutorial you posted only seems to work if the entire body is straight and facing forward, I know there's a way to do it but I can't figure it out
Excellent Tutorial, bravo! 🙂
Perfect Tutorial, short, well explained, and well made!
If I understand your question correctly. You can parent everything in the video to your head. Or if you character is skinned parent to the joint that influences the head. You can do this by throwing everything under the head or joint in the hierarchy or by using the parent option in the animation > constrains menu. Hope that answers your question.
how connect eye to head ,in 3d their is a link option & what aboyt maya
You're most welcome. =)
thanks for this tutorial, it was really helpful 🙂
Glad it helped! 🙂
I was racking my brain trying to set up this rig and you made it so simply. Shows that over thinking a problem will lead to no answers. Thanks for this tutorial man. Appreciate it!