Rigging with Lattices and clusters in Maya


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Here I show you how to manage lattices for animation on a skinned model in Maya

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25 responses to “Rigging with Lattices and clusters in Maya”

  1. thank you, THANK YOU!!!!! my head was burning for not being able to make a simple cluster to work. I was trying to make the eyebrows control but everytime i rotated the head curve ctl the cluster went crazy!!! It is not something obvious to look for. Thank you!!

  2. ah ha! well, i reset the rotate tool and that fixed the double transform "curling' problem, and the selection problem. whew! i must've done that yesterday as well. i just need to fix the "parenting" of your rig, and the eyes now, tune in next time… any views? i rushed this last time but thanx so much, for your approach and dedication.

  3. wow i really appreciate the quick reply. ok, i did retrace my steps. my two 1st thoughts were the skinning, and that i F'd up the hierarchy when i added the eye deform rig, (i'm a lil' grn. to rigging, but pretty familiar w/ maya, 'school in '14 and '05, but i can resonate easily w/ it 'cause i'm an FX artist – cable controls ya know, and a stop-motion animator since childhood ) anyhoo, for a while now, before this, i've had strange problems w/ my fingers twisting around X primary, and also Z – the joint's axis, (2nd primary) when i un-skinned 'couple o' days ago, that problem disappeared. so happy.- on my other separate project as well. then it took a few tries to get your rig to work, then when i got as far as the 2nd to last step, parenting the clusters to the animation ctrl, (right?) i noticed that the ctrl curves didn't light up, your's did, so i dragged them into ea. respective group,( after trying other things 1st ), then added the world control, and boom-fine. BUT when i parented the eye bone to the anima-ctrl it unparented from the joint it was connected to. since then, the double transforms were back again, i have to click every joint below my selection (or else the selected joint and bone just twirl around the X axis), instead of clicking just the desired joint to rotate it, followed by the rest of the joints in the limb, which i think is how it's supposed to be, yeah? and NOW, after retracing my steps- carefully, and 1.5 days of reading / tutorials, the skinned mesh moves but the bones do not, (that's new eh? that's when i wrote you) plus the double transform problem still remains in my practice / back-up scene copy, which i always use foe this very reason. HOWEVER, whereas yesterday i fixed the problem in my two diff. active projects, now the double trans. prob. is back in both projects, the arm chain curls, each joint in graduating amounts down the chain, i've been having trouble with that particular problem even when i make practice spines etc. but it was gone yesterday after i started over by detaching the skins. 'crazy mess. i think i need to make a new skeleton, but it seems to still occur anyway. the joint settings? after very carefully orienting the joints (although some spin in place, refused to rotate to the exact pt. i wanted but seemed to work fine, somewhat ). what the hell am i doing wrong from the beginning. as i say every time i make a new chain, in either scene, i have the same "curling" and joint selection problems. ( btw i use the outliner) i hope i gave enough info, i know it;s a lot. but i'm desperate for a real set of fixes/ corrections to make notes of that so much.

  4. this really answered my problem after much searching. but my eye is skinned to a joint that WAS parented to a skeleton, (wish you'd gone just a lil' further there) now my joint chains won't move. and i have double transforms occurring in all sub joints, everywhere i select. i tried unskinning, unparenting, even made a test spine but i have to shift select he whole thing in order to make it move with rotation. plus i can't just select a joint and rotate the proceeding "arm", gotta shift select the whole chain. just got that to work right too, attached your rig, now i can't get anything to act right, i'm stumped on this and it's a time thing. please help, been wrestling w/ double trans. prob. for a few days on a couple of projects, HELP. sincerely thank you

  5. You just saved me from my student thesis with that solution for double transform!! Been looking ways to fix it, I thought grouping/ locking transforms will inform maya that I want it to be in frozen position.. I can't thank you enough, I don't even know what to call this problem and you just solved it…. Thank you….

  6. Hey, this was really helpful but i have a strange question. (Bear in mind I am a Maya noob working in the 2016 student version) So, Im working on a box that gets crushed by a bowling ball, now i would like to rig the box with the lattice so that on impact it squashes. But obviously the box is a harder material, so on impact id like to have a more jagged edge. How do i adjust that with the lattice? Is it a soft select kind of thing i must change?

  7. Great tips! Let's say I had a simple character with dot eyes and I wanted to use this method to make some blendshapes. I'm following another tutorial with that general approach (The Maya 2D Eyes Rig, search for it it's a good one) and I'm wondering the best way to combine these two approaches.

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