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28 responses to “Maya 2017: Quick Rig”
If you work in Meters, the control curves created in the scene are too small to be seen or selected.
controls aren't 0ed out though, which is not the most convenient. Probably easy to fix with a script, I'm still searching for a good one otherwise I'll write it.
If I export in fbx the 2 characters separately and pass them to unity, what does the white character do the other character does too, or does it only work in Maya?
Controls aren't Zeroed out when I create the control rig?! This makes the rig unusable in production. Can anyone help with this? Thanks
Amazing video thanks for uploading this useful tutorial thanks God bless
thanks a lot
no tengo en la carpeta motion capture los movimientos prediseñados , de dónde me descargo?
never knew this feature even existed xD
Great. But, better free downloads.
Fantastic Tutorial! Many thanks!
thank youuuu
Firstly, Awesome quick rig. Now, in what step can I add the finger joints manuallt? is it before skinning or? ….?
can i use that for unreal engine 4 skeletal?
Holy shiet
this is useful to me though.. specially until now– day 3 of my model and im still suffering on pant weight =,=
That tool is so useful, thanks!
What about hand fingers?
When you're a freelancer making your own characters, this step of the animation process is absolutely brutal. Why the hell can't they add hands to this? Goddamnit, 2017 and rigging is still a cryptic mush that only programmers and coders can understand. Goddamnit.
I'm trying to rig a Daz Model this way, but it tells me to "pick at least one mesh" but the whole model is selected. Is there something I'm missing?
Any idea how I can rig a character to a pre-made rig created using that method?
I found out there is a problem with Quick rig… for unreal you need to be Z up but quick rig doesn't work with that…
Hello!
Currently im working a mobile character rigged by "quick rig" but i have serious problem making animation.
My problem is when i set keyframe a controller, it set all the controllers same time and current positions. e. g : When i set a keyframe to right arm controller, it sets left arm, chest, hips, right leg, left leg controller too. But when i set key to simple joint, its not affect other joints
I want to set keyframe to only selected controller, Is there a solution ?
Very useful videos on this channel, thank you so much
This is really cool, was wondering if its possible to acess some of the steps in a custom pipeline? ( call from python scripts )
for example the guide placement calculation would be neat for any custom auto rigger. Also is this written in c++ or mel/python? being the latter would answer the question pretty much i guess :).
it would be cool if maya implemented CATrig tool like Max has…
If the stance pose for the Quick rig can be the more standard A-pose is there a way to get the A-pose into the stance of the full HumanIK rig rather than the default T-pose?
my mesh keeps breaking into pieces
they really really need to add bones for the hands. 🙁
It's fantastic as a feature though.