MAYA TUTORIAL: Cartoon eyeLid rigging PT1


https://i.ytimg.com/vi/-rtys3vFmso/hqdefault.jpg



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link to part 1: http://youtu.be/-rtys3vFmso
link to part 2A: http://youtu.be/5X4GXHunqIY
link to part 2B: http://youtu.be/_G9Ln_cpTc4
link to part 3: http://youtu.be/WjRfdjVJTRU
link to part 4 : http://youtu.be/xRiSxIAiZSU
link to files: tinyurl.com/ptotgxd

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8 responses to “MAYA TUTORIAL: Cartoon eyeLid rigging PT1”

  1. Hi Marco, i have a problem again whould u plz help me, the issiue is that actualy i'm working on tow characters and i used the maya learning chanel tutorials that it has 32 parts and it's link is:https://m.youtube.com/watch?v=kuTboG1s0AYBut it dosn't have face rig so i browsed in internet and found your fantastic tutorial about creating cartooni eyelid and the tutorial of Stefan Ehrenhaus about the rig of face, and he did'nt mentioned how putting the joints in head the problem is that i don't know how i should put the joints of face in head, how should be the connection between th joints ,do you have any idea about what should i do now? The link of the tutorials of Stefan Ehrenhaus is https://m.youtube.com/watch?v=CxQIJ1ybdB4

  2. Hi thanke you for thebtutorial. I have a question about the world space ,do you know how can we access the translation and rotation of an object in world space you know i could find the world space translation of an object by typing this lin in script editorXfram -query -worldSpace -translation [insert name of Controller / Joint] ,but i have no idia about how to changing the translation of the object in world space,plz help .

  3. This is a great tutorial, but it's a bit over my head as I'm relatively new to Maya. What is it that's keeping the joints from moving away from the surface of the eyeball? Is it the aim constraint? I thought aim constraints just keep an object oriented toward the source object but still allowed translation. But it seems that in this video the aim constraint is not allowing translation in the x-axis (or whatever axis goes out away from the eye).

    Also, is something like this possible using a curve with clusters instead of joints?

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