Maya 2018 Rigging / Animation tutorial : Have your character hold objects

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#3DModeling #3DAnimation
In this 3D animation tutorial in Autodesk Maya 2018 I will show you how you can let your character hold various objects such as rocks, swords etc using keyframe animation and locators with constraints.

Link to the Mery rig used in this video ( free for NON commercial use, read the details ! )
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49 thoughts on “Maya 2018 Rigging / Animation tutorial : Have your character hold objects

  • February 13, 2021 at 22:51
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    Can u plz do some tutorial on Mgpicker and poser… as I didn't got any details abt it from anywhere …hw to start if someone gives u file with mery ask to use picker and poser…Wondering if I can get more on this topic..it will be very helpful.

  • February 13, 2021 at 22:51
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    Could you do a lip sync tutorial with this Mery Rig using Using the MG Picker? There are really not that many great videos on Lip Syncing out there. Thanks Mike, Love your videos.

  • February 13, 2021 at 22:51
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    You know a real animator when they have to change a pose for being too static. Haha.
    Thank you for this tutorial.

  • February 13, 2021 at 22:51
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    Hello, sir, I have an issue while constraining a controller with hands actually I have a rig azri and I wanted both hands to hold the sword but it seems to be impossible for me I have to submit my showreel next week. please help me via live video or give a solution right here please sir it's my humble request.
    thanks & regards

  • February 13, 2021 at 22:51
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    The link to mery's download page doesen't work 🙁 Is there another way to get it? Also, I have a version of this model that doesen't have its hair as a polygon. Since I don't really want to worry about rendering the scene, i really need the one with the polygon hair. Unless it's the same model and i simply haven't found the hair polygon…?

    Thank you very much!

  • February 13, 2021 at 22:51
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    This is great! Can't seem to get it to work though :/ I have a rig of Anakin from Star Wars the clone wars. Modelled a lightsabre myself and imported them both into the same scene. I parent the lightsabre with the locator, and then I parent the locator + lightsabre with the grouped rig/mesh. Do I just do that, or do I have to go through the group and parent the lighsabre+locator directly to the mesh/rig? I've tried many different combinations of where to parent it to but can't seem to get the lightsabre to actually follow the hand. Any ideas?

    EDIT: All good! I figured it out 🙂 Thanks for the tutorial. Makes it so much easier now 😀

    One thing I'd love to see a tutorial on is linking an object to multiple places. For example, if Anakin's fighting style is normally with two hands gripping the sabre, how would I parent the sabre to both the left and right hand at the same time (when hi character is in the pose holding it)?

  • February 13, 2021 at 22:51
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    Hi Mike thanks for another detailed and well executed Maya tutorial. No matter what I get stuck on, you always have a video that gets me back on track.

  • February 13, 2021 at 22:51
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    please tell me , how to get maya bonus tool 2014 ?

    if you have maya bonus tool 2014 ,,please ,please, send me..
    (asad78587@gmail.com)
    i used maya 2014 version….but i can not find maya bonus tool 2014

  • February 13, 2021 at 22:51
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    Well this for sure solves one issue I've had related to character posing. I was worried that the parenting would break the rig. Which brings into a point that has worried me ever since I started using MAYA. I have a library of character models that are fully rigged but the thing is almost all of them the names of the objects and bones are the same so when I import one character then try to import another the two characters get fused together. Is there a workaround or way to fix this?

  • February 13, 2021 at 22:51
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    Hi Mike. Do they (game riggers) use this type of rig when a character is supposed to hold a sword or something?

  • February 13, 2021 at 22:51
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    Any reason why you parent the locator to the elbow instead of the wrist? Seems more intuitive that the held object would follow the rotation of the wrist/hand and not the movement of the elbow. If you rotate the wrist without moving the elbow, how does the locator follow?

  • February 13, 2021 at 22:51
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    Sir could you please give us your all tutorials AtoZ with hindi translation we have no good knowledge of english language.if u give us your all videos with hindi translation it would be beneficial not for only me but over 1 crore indians also. Sir plz I m waiting for your help and reply

  • February 13, 2021 at 22:51
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    Good one 😉 I would maybe recommend to make a qquick one where a hand would take an object move it and let it rest, and move on or even be taken by second hand and then left somewhere on the sceeene. This would be a nice thing to show how one can play with parenting to multiple objects and that this can be keyed as well 😉 I remember it gave me some trouble when i attempted it first time. Just a hint dough 😉

  • February 13, 2021 at 22:51
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    Thank you for the video.
    For more advanced animation: If you plan on throwing the ball or rotating the hand, I would parent constrain a locator to the wrist control and then parent constrain the object's locator to that. Since the weight of constraints can be animated that would be easier than turning the parented object invisible and replacing it by an unparented object in the same position, which you would have to do with this approach. Also it does not mess with the rig itself, which can be an advantage. Also I would give the advice to only rotate the base knuckle of a finger in all three axis and rotate the other two knuckles in one coherent axis, since that is what humans are naturally limited to.

  • February 13, 2021 at 22:51
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    Great video mike. I am new to 3d modeling and your videos are very helpful. Now I have a pretty decent 3d model of a femele naked body and I want to add clothing. My question is: Do you recommend me to do clothes as separate objects or extrude them from the topology of the body to have one single mesh?

  • February 13, 2021 at 22:51
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    Hey mike, I've been wondering since there are a lot of professionals that use custom controllers/curves, i'd like to know how you guys create one.

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