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Rig your Minecraft character in 3D on Maya
KK Controllers script :
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Minecraft Character Body Rigging.mp4 (623.3 MB)
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35 responses to “Minecraft Character Rigging Body Tutorial in Maya”
Love i
You forgot to flip your UVs on several of faces. That's why your texture on the arms and legs look the same on both the left and right sides.
Your joint placement for both your shoulders and hips are odd. It's going to cause rotation from the wrong position. And leaving out a pelvis joint is going to greatly reduce the mobility of the character's hips when it comes to animation.
And you can set the joint radius in your preferences so you don't have keep setting it.
Sorry this comment is so broken up, I did it as I noticed things in the tutorial.
Sigh. . . Im sorry, but could you give me a rig or something? Im in Maya 2014 and its different from 2014. . .
1:00 When I try to put the Insert Loop thingy, nothing happens. No lines nor nothing. PLEASE help me, well, answer me. The only thing that appears is a tiny square at the edge and there, it those nothing. i tried it various times, and REALLY RARE times it showed a line, but DAMN SO CONFUSED!!!
Nice video
TO PROPERLY CONNECT CURVES:
I had a problem where when I tried to connect the curves of the square, it would bend them. To fix this, go to the Attach Curves options and change attach method to Connect.
If you are a student, you can download the student version for free.
Too fast for my taste. As a total Maya noob, I would have appreciated a slower pace.
Thanks man.
In the options of Orient Contraint tick Maintain Offset.
When i select Orient the skeleton is all messed up, any help please D: this is a very good tutorial but i have that issue.
this is very hard to follow ; -;
Yes: go to autodesk. com and go to the "students" section, then you can sign up for an account and download any Autodesk program for free with a 3 year student license
DO A BARREL ROLL!
Please can you do this for my skin, message me, i would be really grateful 🙂
mmhh well, make sure your controllers are freeze (all XYZ to 0) and same for your mesh parts.
Just to be sure my bind settings are Bind to : Selected joints, Bind method : Closest in hierarchy and dual quaternion skinning method
when I binded the skin, the mesh is FREAKING OUT because when I bend my IK handles, the mesh just kind of folds in on itself. all the bind settings are exactly like yours
There are a website where you can downlad it for free because is a student version
For the knees and elbows you could also try putting in locators for the IK Chains on the legs. That way the IK knows which way to bend.
The other parts sound like skinning issues, you could try editing the joints weights on the affected verticies Select Mesh then makes sure you are are the animation menu then go to Skin> Edit Smooth Skin > Paint Skin Weights Tool (always open the options so you can bring up properties )
Just wanted to say though awesome tutorial though 🙂
if you want something as in-game , you don't need to add edges on the knee, knee controller or knee bone. You just need to add 1 bone on each legs (not 2) and a controller for each foot. Skin process is the same, only the setup character changes.
try to remake the skin, first delete it by selecting your joints on your knee + the geometry (the leg) with Shift key, in Skin > Detach Skin and then redo your skin.
I don't get all your question and what you want to do, you want to make the arms and knee like "straight" same as in-game ?
Thanks!
No you didn't missed something,it's me. In the options of Orient Contraint, tick Maintain offset. I will write annotion to fix that problem
because it's Ctrl + RMB sorry for that.
You can also use Insert Edge Loop Tool in the Edit Mesh menu
When I hold Shift and Right mouse click it doesn't come up with edge ring utilities (i'm using 2013 version)
do you add the edges at the begining around the arms and legs on your mesh? cause you need it for bending and when you move the controller, your leg bend? at 12:52 is this working good?
if all are fine it's probably in the smooth Bind options.Bind to : Selected joints,
Bind method : Closest in hierarchy, dual quaternion skinning method
When i bind the skin to the joints and move them with the ik handle the arms and legs do not bend they just move up and down like in minecraft, how do i fix this?
too fast
When I do the circle part at 14:00 and I select my circle the the rig and go to Constrain:Orient my rig moves to a weird position! Did I missed something? Please help.
Many thanks man 🙂 glad to help you
i'm not using skype but you can send to my Gmail Polygoncore or facebook.
Yup. Then I tried going into side view and adding them manually on the sides but it just led to more problems. If we could screenshare, my skype is eliotsgraphics
Thanks for the help:D
you mean the edge loop you did in front view, doesn't goes around each body parts ?
Polygon, I'm in a bit of a hitch. When I do the edge loops in Front view, the top Edge Loop from the middle of every body part doesn't appear on the 3 other sides when I go into frontal view.
At 0:42, make sure to hold Space + Shift to bring up that menu.