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Maya Rigging Tutorial – Cartoon Eye Rig HD
Check out this cool Maya Rigging tutorial where you’ll learn how to set up a simple eye rig for a cartoon character.
If you enjoyed this tutorial, make sure you check out Ronald’s website and YouTube channel on the links below!
Website – http://www.ronald-fong.com
YouTube – http://www.facebook.com/RonaldFongAnimation
Facebook – http://www.youtube.com/minifong
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14 responses to “Maya Rigging Tutorial – Cartoon Eye Rig – Part 1 HD”
hey ronald please help me solve this issue. whenever I made offattribute go 0 the SDK and CON attributes also go 0 how do I make them operate individually. please help me on this.: )
At duplicating special… the made custom attributes of the duplicated eye spline disappears
I remade this in blender
This method seems to work great for your character's face, which is a flat surface.
But if you had the bend the polygon shape (bevel plus) to fit the contour of a more rounded face, would this method still work/apply?
Has anyone gotten any of this to work in 2017 because noting works.
This is such a smooth tutorial so far! Can't wait to watch part 2 and try it myself.
Ok everyone; I figure out how to turn off the visibility of the Set Drive Key, Controller, and the Offset curve for the cartoon eye; it is the shape nodes. To show you what I mean first off it you have an update version of Maya 2016 the cluster curve is under the Select tap of the top menu.
Ok follow the tutorial exactly up till you reach [7:44] now before you duplicate special your curves [Set Drive key, Controller and Offset] go to your Outliner click Display on the left hand side and check Shapes [Windows –> Outliner –> click Display check Shapers]. Next on you right create Layers for the curves Set Drive key, Controller and Offset assign what every color you wish. Next back at the Outliner the select the shape node for Set Drive key, Controller and Offset curve
and add it to the corresponding Layer you just created [This will help later on].ย Go back to your Outliner click Display on the left hand side and un-check Shapes. Now duplicate special –> duplicate special options box –> number of copies 15 or what every cluster you have left and check Duplicate input connections. Continue following the tutorial until [10:12] go the windows General Editors –> Connection Editor reload Eye controller on the left side. Remember the Layers tap you create for Set Drive Key, Controller, and the Offset curve shape nodes; select the Set Driven Key layer right mouse click and select –> select objects; if you follow along with my instructions all of the Set Driven Key shape nodes should all be selected. Now go back to the Connection Editor –> click Reload Right and all the Set Driven Keys shape nodes input will appear on the right have side. Now select Set Driven Keys visibility on the left and on the right select visibility on all the Set Driven Keys shape nodes. After that repeat for the Controller and Offset visibility and reload the right side in your connection
editor with the select objects in the Controller and Offset layer. I hope this helps.
Thanks for the tutorial. I did one but when i move the whole group of one eyes, the GEO did not stick with the eyeCRV, hows that happened? I tried several times and all ends like that. Could anyone tell me how to fix it, plz?
I tried to scale the eyes down to match the size of my model but unfortunately the eyes got all messed up when I scale them even with a master group! Is there a way to scale properly?
omg yes : that's what i wanted ๐ thanks brother ๐ xDD
when i set the offset to 0 i am not able to use sdk and con
Wonderful tutorial! Personally, I'm very intimidated by the idea of facial rigging, and this is helping me ease into it. Thanks ๐
Thanks for the tutorial c:
When a turn the visibility off on the sdk or the locator then everything that is parented under it has it's visibility turned off too… How did you fix that?