How to use New Script Uses Topology to Place and Orient Joints
It is a simple process to place and rent joints in Autodesk Maya… Or is it? This falls under “simple tools, bad workflow” category actually. Using the rent joint tool without any MEL scripting to repeat the task can be really time consuming. And what about arbitrary angles? What if you needed to place and orient joints at strange angles? You might be relegated to just guessing.
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If you are looking to get started with Joints & skinning in Maya, this is a great resource. Watch James show how to place joints correctly to create a skeleton that deforms a character correctly, and attach the character skin to the skeleton.
Let’s say I’m creating a new rig for a character and working on the arm specifically. I click out a series of joints for the arm, but they aren’t quite in the right place for my mesh so I have to move them to get them in the position of the arm.
Daryl quickly looks at adding an “in-between” blend shape that will transition through a pose sequence. Daryl also moves into some painting techniques that will allow you create new blend shapes from existing shapes, mixing poses for new blends. What if you had topology changes to a model that already has blend shapes created for it? Maya has a Bake Topology Targets tool which will propagate the changes down to the blend shapes.
Ever have an issue when setting up pole vectors in Maya? If you have had IK joints that seem to snap out of place when setting the pole vector constraint, you are not alone. Rooster Teeth’s Rigging Artist, Giovanna Coutinho is right there with you. She has run in to this problem a few times. A pole vector in Maya is meant to confine an IK chain so that it moves and follows the position of a control object.
This's tutorial will show you how to create stretchable IKsolver that can help you to create unusual character or whatever you want. You can apply this method to some of your works. This tutorial is just a guide to show you how to use constrain point and orient and I hope it will be helpfull for you
Animation can be a nightmare if you don't have an easy to use, well-made rig to work with, and this tutorial shows us how to create just that using joints, locators, custom attributes, set driven keys, expressions and constraints in Maya!
We all know that rotations are important when rigging a character, and depending on the rig, it can become quite complex. In the case of a chain representing a character’s arm, some joints are really limited in their movement, while others such as the forearm can twist. In terms of anatomy, this is possible because there are two bones in the forearm than work in position, giving you the ability to twist with a move of the wrist.
Maya Embedded Language. If you script in Maya, you are probably staunchly entrenched in one of two camps — MEL or Python. Having an application that is run by an underlying embedded language, opens it up, wide. If there is a tool that you need, you can easily script one. If there is a repetitive task that you want to make simpler, you can just script that. If you are not familiar with how Maya works, everything that Maya does, really uses the embedded language (Maya Embedded Language).
To Setup a button for the script, type the following string "source tornadoMaker.mel; tornadoMaker;" in your Commandline and drag it on one of your shelves...
In this tutorial learn how how to make a particle displacement. To start the script, type the following string "source tornadoMaker.mel; tornadoMaker;" in your commandline. If you wanna make a button, just drag it on one of your shelves...