https://i.ytimg.com/vi/So92TVHSB1g/hqdefault.jpg
Here we are at the tenth video in my #rigging in #Maya series.
You have now built a basic rig and could happily animate this guy, so you have all the knowledge to go on and rig your own characters.
The problem is this is exactly that, a basic rig. Don’t get me wrong, working through these videos has given you the foundations to now build upon but the rig does have issues.
If you look at the way the shoulder rotates for example, it seems fine around the Z and X axes but when you rotate around the Y axis it deforms badly. Ideally it should twist around the upper arm not the shoulder so in this video we will be adding what’s known as #rolljoints, not only to help the shoulder but the wrist, thigh and ankle too.
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23 responses to “Rigging in Maya | Part 10 | Intermediate | Roll & Twist Joints”
i love you for your tutorials, if you were a girl i would have asked you to marry me..
but this time I don't know if its me or this roll issue, this looks very complex..
i want to be a rigger and this thing is irritating me for a real long time.. now what i do for this is I create ribbons (thanks to you) but still feel like there should be an easier way to solve this..
could you suggest better?
the only issue is when i rotate the wrist joint the forearm should rotate like it happens in real world..( i know u know this, just trying to maki the issue less complex).
Thank you but the locator does not lock the y-axis (x-axis for me) I made sure the aim vector is set to 1.0 on x for me instead of y as it is for you. I dont understand why one of the rotation axis would be locked in the first place
Hi, I have a question regarding the setup? Why did choose this setup over splineIK set up? Are they not good for game engine?
Hi! First fo all thank you a lot for all the amazing material to learn rigging you are posting! I do have a question though, has anyone find a problem with the wrist roll? The one in between the wrist and the radius, once made the connection between the wrist_roll and the radius_roll flips at some point :C
Hey there,
Just have a quick question. I started animating my rig, but ran into an issue with roll joint wrist. After setting it up when i bend the elbow using the fk control the wrist roll joint and the wrist joint do not move together, so when i bend the elbow the mesh deforms at the wrist bc they are not at the same spots. I tried redoing it, but it did the same exact thing. Any idea why that would be happening? Thank you
Hi, I was just wondering how to bring back the connections we made in the node editor to edit? Once we close the tab in the node editor and reopen it I can't find it. Plz and thank u
hi really a cool tut… but do we need that waist_roll all together….has we are not using it any way… can please explain this part
in right side….what will be the aim contraint ?? i up and aim vector value?
Hey Hi, @antCGi , this question is not regarding this tutorial but I'm having a little trouble, I created a hair follicle on mesh for parent constraining, I want to place it in a particular position, How do you do that?
Real useful… but some kinds rigs jumped u.. like…. humerus_follow joint and reverse foot rig and etc. Please look in to this
thank you very much sir
Hey @antCGi ! I had a question for you… I was building a new rig and was implementing your aim-constraint based roll system as illustrated above, and I started to wonder… for the shoulder, if the goal is to lock the orientation on the twist axis, why not just create a locator in the rig, hang it off the shoulder, and constrain the shoulder roll joints twist axis to it? I've implemented it and it seems to give me a much cleaner IK movement than I could achieve with the aim constraint. Is there something I am not taking into consideration with this simpler method that your method solves?
Hello, at 4.00, when I untick "maintain offset", the joint will snap to humerus joint, am I doing something wrong?
I know you changed the rotation order for the base joints and the twist joints: but did you also change the rotation order for the IK and FK joint chains?
Thanks. I finally understand why we are using twist. I use them with HumanIK systems and even Endorphin, but didn't really understand why. It's for the skin, not really the biomechanics of the geometry. Again, Thanks.
Roll and twist joints are difficult to understand.
Hi antCGi. When I connect tibia roll's y axis with ankle roll' z axis in node editor, tibia roll has rotate value with y axis little bit. and It didn't follow ankle roll correctly. I did everything that you mention on this video. I don't know what I missed…
Great video, helped me a lot. Just FYI, the reason you were struggling with Maya's skin weights is because you were in Interactive mode. If you switch it to 'Post' method, it will allow you to paint over 1 influence. In interactive mode it will be constantly subtracting from your other weights as you paint new ones. Interactive means it normalizes the weights in real time, Post means it normalizes the weights after youre done and it will feel much more stable as you're working. Takes some getting used to, as you will find yourself having to un-paint weights a lot more often, but much less crazy stuff happens.
These series are excellent, really well done! Thanks for sharing your knowledge!
Thanks for watching and remember that you can now download the course files from here – https://cubebrush.co/antcgi – If you find these videos useful why not say thanks with a coffee – https://ko-fi.com/antcgi – or earn exclusive rewards by becoming a member of the #antCGiClub just head here https://www.tiny.cc/antCGiClub for more details 🙂
These videos are really good sir thank you so much.
Best.. Thank you
Thanks for the video. I'm going to watch all of it tomorrow morning when I'm way more awake!!