Two ways I could think of were Jiggle deformer and making it a Hair system.
Jiggle would be the easiest but you may see geometry penetration. I would figure that you'd may use the Make Selected Curve Dynamic (nDynamics -> nHair). Then add your passive colliders, wire tool the output curve(hair system create two curve a follicle=driver and output=driven), and control the cvs of the follicle as usual.
Dude this method is so badass!! What if I want it it to bounce with the movement as my character walks? Is there away to do that?? Manually or dynamic??
You are correct. I also often use groups for extra control and parent shape is a nice trick that keeps things clean and simple. Just wanted to keep this particular demo simple and to the point.
@9.55 – great video – i like to use groups as offsets – that way i can retain my worldspace movements but then a control curve beneath that will be zero'd out.
Another natty trick i learnt was to use parent -r -s; with a curve control and a joint. That gives you direct control of the joint via a curve controller. Its not always something you want but its nice to know it can do that!
18 responses to “Rigging Wires using Maya”
You're my saviour, thanks. c:
Thank a lot
Thank you
Thank you.
Very very useful!
thx
thanks for that!
yea man. quick and awesome. well done. thank you.
Quick and full of usefull info. Awesome!
fantastic tutorial man ~ helps me with robot rigging. all the inner wires etc
very nice man
how do i paint it? because i am doing a power cord~ i got it working but the power heads are deforming~ 🙁 i can't paint the skin~
Its also good to add a attribute controlling the dynamic weight of the follicle to turn it off while the animator is wanting quick feed back.
Two ways I could think of were Jiggle deformer and making it a Hair system.
Jiggle would be the easiest but you may see geometry penetration. I would figure that you'd may use the Make Selected Curve Dynamic (nDynamics -> nHair). Then add your passive colliders, wire tool the output curve(hair system create two curve a follicle=driver and output=driven), and control the cvs of the follicle as usual.
Dude this method is so badass!! What if I want it it to bounce with the movement as my character walks? Is there away to do that?? Manually or dynamic??
Wow!!! This is a great tutorial and wonderfull technique….! Thank's for sharing men!
You are correct. I also often use groups for extra control and parent shape is a nice trick that keeps things clean and simple. Just wanted to keep this particular demo simple and to the point.
@9.55 – great video – i like to use groups as offsets – that way i can retain my worldspace movements but then a control curve beneath that will be zero'd out.
Another natty trick i learnt was to use parent -r -s; with a curve control and a joint. That gives you direct control of the joint via a curve controller. Its not always something you want but its nice to know it can do that!