Maya 2011 rigging tutorial – IK Back spline


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SU 2011 – MA391 — A –Character Setup: J.B

Maya 2011 rigging tutorial – IK Leg

Maya 2011 rigging tutorial – IK Arm

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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


20 responses to “Maya 2011 rigging tutorial – IK Back spline”

  1. You need to select any number of control vertices from the spline IK. After you have one or more selected then you can create a clust of them. left click the spline then right click to get the hot menu, and select the {control vertex} option to be able to select the vertices you need to clust.

  2. @Moumita das I'll play with it tomorrow during my stream, and see about uploading my solution. Just to clarify your issue. You want an IK arm that is stretchy. And in addition have the ability to bend in a "noodely/cartoony" manner while the arm is stretched, Yes?

  3. Currently no. I could make one. In the mean time I found a video that should be adequate for stretch, and another for bendy setup. I didn't watch all of the bendy setup, but it looks like it will get you were you want to be. If you have any questions I'll be live streaming tonight around 6 or 7pm PST US on justin tv under valthalintv. Hope this helps.

  4. Hey thanks for the question. I often prefer to just have two ikSplines. I've seen it done with set driven key as well. I'm a little busy right now, But I'll see if I can make a quick tutorial to walk through with a couple different ways of doing it. With some pros and cons of each method some time next week.

  5. Thanks for the question richardcarrillo1882, Hah, but you know I've just come to accept doing it. I can't really remember why. My guess would be because you would be influencing bones that your curve is parented under. Thus the curve would inherited those bones transformation data. At best you would get double transformations, at worst you would get a feedback loop and the rig would break shooting your bones off into never never land. I'll have to do a quick test on that. Hope that helps.

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