Maya Tutorial 2 : Basic Rigging


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In this tutorial you will learn how to use to setup a basic Rig.

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33 responses to “Maya Tutorial 2 : Basic Rigging”

  1. @Tobestar10 did you make sure to select the parent joint (the one that controls all the others) first, and then hold down shift and select the mesh (arm, in this case) before telling it to bind the skin? they have to both be selected, and the joint has to be selected first, and the mesh second, or it won't work right.

  2. @InteJohanPalm in your outliner (can be found under "window") there should be "joint" with a number after it somewhere in the list. if you click the + next to it, it will drop down and show the hierarchy of your skeleton. if, say, joint6 is indented below joint7, then joint7 controls joint6. you can select joints and drag them (middle mouse button) around until the hierarchy is how you want it, and the parent joint is the one at the very top.

  3. @RTard48JRod they are completely different… the way you interact with the program, and where the controls and options are and everything. blender isn't bad… i won't knock it, since i have friends who use it occasionally and say it has good performance, but i gave up on it, due it being quite user unfriendly. Maya is a lot easier to use…

  4. @anthonytwocrown when you click on it, there should be a panel on the right-hand side that lists the translation, rotation, scale, and visibility. if you don't see that panel, click on each of the 3 icons directly below your minimize, restore, and close buttons in the upper right-hand corner, until you find it. whatever isn't working is probably a different color. select those things (not where the number is, but where the name is) and then right click and click on "unlock selected"

  5. @Suprem3Gamer make sure you're in the animation tab (can be found in the drop-down in the upper left-hand corner) and then go to skeleton – joint tool. then, go to a view other than perspective (top, side, or front) and click where you want your parent joint. every time you click somewhere, it'll add a joint. when you're done, hit enter. then you can go back to perspective view and reposition the joints if necessary.

  6. @DragonToko i'm thinking you need to paint the weights… this tells maya which joint controls which vertices.. you can find the weight painting tool under skin – edit smooth skin – paint skin weights tool. don't just click on the name of the tool, though, click on the box beside the name. then a panel will come up with options, and you click the joint you want, and then paint where you want that joint to control.

  7. @aftereffects00 the "mesh" is whatever object you have modeled that you're wanting to rig. i'm thinking the reason all you see is a line where your bones are is because your joint size is too small. you can make it larger by going to display – animation – joint size. if that's not it, than i don't know… i'm not all that familiar with maya 2011 yet, as i only have access to it at school and i use maya 2009 at home.

  8. I dont understand what you mean "MESH" where is the MESH and why when i click on bone joint my joint here different then your software. my screen here just show a tiny line.. help me plz.. im using 2011 maya

  9. @screwubeachgoddamnu The guy is sharing his knoledge for free man…If your too lazy to pause the video,go back to the part you mised and watch again…then your probably to lazy for almos everything maya and ererything 3D or CG. Or maybe your just a total noob,for wich you should't blame/insult the guy.

  10. Please help me, my default maya2010 joints doesnt rotates its childs arround the parent, it just rotates all childs on its own place(just reorients it)
    On maya ple the behavior is the correct one as default…

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