• Monday , 20 November 2017

Rigging Wires using Maya

Code Canyon

https://i.ytimg.com/vi/ly-gp47UFl0/hqdefault.jpg



Basic rig for manual wire animation

source

3d Ocean

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18 Comments

  1. Cogito ergo sum
    November 6, 2017 at 12:12

    You're my saviour, thanks. c:

  2. GareGix
    November 6, 2017 at 12:12

    Thank a lot

  3. بغداديات
    November 6, 2017 at 12:12

    Thank you

  4. hyve
    November 6, 2017 at 12:12

    Thank you.

  5. Neil Moore
    November 6, 2017 at 12:12

    Very very useful!

  6. yebe znrba
    November 6, 2017 at 12:12

    thx

  7. Alex Müller
    November 6, 2017 at 12:12

    thanks for that!

  8. Billy K
    November 6, 2017 at 12:12

    yea man. quick and awesome. well done. thank you.

  9. Krzysztof Mazurkiewicz
    November 6, 2017 at 12:12

    Quick and full of usefull info. Awesome!

  10. bakamund
    November 6, 2017 at 12:12

    fantastic tutorial man ~ helps me with robot rigging. all the inner wires etc 

  11. DT cartamania
    November 6, 2017 at 12:12

    very nice man

  12. Puiz4Life
    November 6, 2017 at 12:12

    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~

  13. J Crow
    November 6, 2017 at 12:12

    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.

  14. J Crow
    November 6, 2017 at 12:12

    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.

  15. Esteban Olide
    November 6, 2017 at 12:12

    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??

  16. Vladimir Pérez
    November 6, 2017 at 12:12

    Wow!!! This is a great tutorial and wonderfull technique….! Thank's for sharing men!

  17. Edward Kats
    November 6, 2017 at 12:12

    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.

  18. anthony mcgrath
    November 6, 2017 at 12:12

    @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!

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