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J Reinhart
Приєднався 30 сер 2012
jonahrnhrt@gmail.com
www.jonah-reinhart.com
www.jonah-reinhart.com
Відео
Demo Reel : May 2023
Переглядів 591Рік тому
An updated version of my demo reel with the work I did on Scrooge at Axis Studios.
Weight Sculpting (Update)
Переглядів 7632 роки тому
Get the tool at... jreinhart.gumroad.com/l/kHyVR This update adds... Copy Paste Hotkeys! Color Options! Smart Selection!
Sculpting Weights in Maya!
Переглядів 1,4 тис.2 роки тому
A much requested update to my weightSculpting tool. Now it works with skinCluster influences and dual-quaternion blend weights. A demo of the original tool can be found here: ua-cam.com/video/CQR6ZqhFQ_Q/v-deo.html It is available on my gumroad: jreinhart.gumroad.com/l/kHyVR?_ga=2.258615938.988870106.1639768541-568469560.1593798403
Weight Sculpting In Maya API
Переглядів 2,9 тис.3 роки тому
This is a demonstration of my custom "weight sculpting" context in Maya. The final tool has a few extra bits not shown in this first demo including soft selection, and working with skinCluster weights. This is a custom context created using the Maya C API This tool is available here!: app.gumroad.com/jreinhart
Maya Custom Transform Node : normalTransform
Переглядів 7494 роки тому
Using the Maya API I created a custom transform node that will make animation easier. www.jonah-reinhart.com/single-post/2020/07/26/Normalized-Transform-Node
Talking About Direct Manipulation Proof Of Concept
Переглядів 4944 роки тому
The video is mostly just me rambling but the gist of it is that this method is not fast enough. You can find the code with the link below. www.jonah-reinhart.com/single-post/2020/06/27/Direct-Manipulation MPxLocator
Splitting Weights With AnimCurves
Переглядів 6854 роки тому
One of the most tedious parts of painting weight is splitting weight among multiple influences. But with this technique you can easily adjust the falloff between the influences while keeping the same overall weight. www.jonah-reinhart.com/blog
Overlapping Conveyor Belt With CurveWarp Deformer
Переглядів 2384 роки тому
Usually when you use a curve warp deformer you can't have the deformed mesh wrap around and interlock with itself, but with some extra node work we can make that possible. www.jonah-reinhart.com/blog
Lattice Frame Deformer: BLOG
Переглядів 4395 років тому
A tutorial that is part of this blog post: www.jonah-reinhart.com/single-post/2019/03/30/Maya-Rigid-Sections-of-Lattice
Cheek Rigging Technique (Update)
Переглядів 4985 років тому
This is a more simplified solution to my previous "vector-blending" based rig. Not very difficult but very effective.
Planar Projection Onto A Sphere (Improved Eyelid Deformations) : BLOG
Переглядів 5205 років тому
Planar Projection Onto A Sphere (Improved Eyelid Deformations) : BLOG
Workaround for Intersect Curve Cycle Error : BLOG
Переглядів 2955 років тому
Workaround for Intersect Curve Cycle Error : BLOG
Naughty Dog Muscle Recreation (Proof Of Concept) : BLOG
Переглядів 4916 років тому
Naughty Dog Muscle Recreation (Proof Of Concept) : BLOG
Jonah Reinhart Rigging Reel 11/10/2017
Переглядів 8877 років тому
Jonah Reinhart Rigging Reel 11/10/2017
Thanks. How do you connectd 2 nodes (PointOnSurface and AimConstrain) with just one click?
www.jonah-reinhart.com/single-post/2018/06/03/Automatic-Connections I have this script connected to a hotkey
💌非常感谢老师的无私奉献
SO underrated! Thanks!
hello brother how can we connect
about what?
@@jreinhart3382 i have question to ask
So back in this version of maya you needed to create a decompose matrix node to plug it in? In the later versions of maya you can skip the decompose matrix node and plug it in directly right?
Yes, now you can use the "offsetParentMatrix" attribute.
good
I want you.
Thank YOU!
I haven't used Maya in about 5 years so forgive me if this is common knowledge. But how did you get the animation curves on the locator? Did you actually animate different channels or did you do it some other way?
In this example I just added a custom attribute to the locator by going to modify>add attribute . Then I just created keys on those attributes the way you would if you were animating them.
this tool inspired me to add this functionality to my own skinning toolset. one thing I added was preview vector lines to display the direction the vert would go before applying weight values. really helps the user better visualize how the verts position will behave before committing a change. especially helpful when working with a half dozen corrective rbf joints that move in all manor of directions
I'm glad you like the tool. Previously I also had a line to indicate the direction to move the mouse in to adjust the weight. I ended up deciding to remove it because I found that in my use cases it was just extra visual. I would be interested in seeing how having that line helps your workflow, and I'd love to your implementation of this same idea, if you have a demo anywhere.
@@jreinhart3382 I'm calculating the linear skinning and drawing lines from the verts current position to where it would be if the selected joint was weighted to 1 quick vid on adjusting weights on an index finger (should be visible now) ua-cam.com/video/ghHVqyyrZG4/v-deo.html its just using a simple dragger context and haven't implemented things like being able to change selections while in the dragger yet.
@@jreinhart3382 everyone else on my team doing skinning work is also really liking this addition as well :D
@@spaceidiot200 Your video is private, but yeah that sounds exactly like what I had. Maybe I'll have to reconsider adding it back as an option in my next update.
@@jreinhart3382oops, switched it to unlisted, for some reason wasn't showing replies, weird
hi > name script ?
drive.google.com/file/d/0B-Q2X0TAmhx-Q0xHeGUxQnFCVFk/view?usp=drive_link&resourcekey=0-D_qcdHiepfwG_SYS5ek7aA
thanks a lot. How is it working?😊@@jreinhart3382
Thank you. But your script doesn't work on Maya @@jreinhart3382
thank you for posting this, it gave me inspiration for trying to write my own
thank you so much
That skin weights tool is so cool! How does it work? Does it adjust based on the vertex's relative proximity to the joint as you drag it? Also, does it restrict the vertex's movement if you, say, try to move it away from all the joints? Edit: never mind, I went to your channel and found the showcase of the tool. I like your solution.
nice one
Can I use this for my animation?
Hi, it's quite an old rig and may not work well in newer versions of Maya, but you are welcome to use it as long as you provide credit. drive.google.com/file/d/0B-Q2X0TAmhx-bGNyZGJSTTNreGc/view?usp=share_link&resourcekey=0-d7E6JIELE0PsURzY3XzCgA
Can it work in maya 18 or 20 ?
@@Conceptsofsanket I believe this rig was originally used with Maya 2018.
@@Conceptsofsanket It should work with 2018
@@jreinhart3382 It is working fine I will surely give you credit... do you have any texture files also I didnt get the Gun prop?
hi. script?
최고의 명강의
감사합니다! 마음에 드셨다니 다행입니다. (구글로 번역)
Awesome! But how can you move an egg in the Z trans along with the X trans?
So this tutorial is just for wheels. I've never done a setup for an egg. But this video and the links in the description may help ua-cam.com/video/y5VOiN5d7yg/v-deo.html
if it can be updated to ngskintool layer that is super cool. right now to do that i have to delete ngskintool node and initialize again.
Hi Tuan Phan, ngskintools compatibility is definitely something I want to add. It's a difficult thing to achieve because ngSkinTools is a separate piece of software with its own API, so unfortunately I can't give a time estimate as to when that feature would be added. In the future if you have other suggestions or bug reports please reach out to me via email jonahrnhrt@gmail.com
Hi, I just wanted to respond again because ngSkintools (v2) weight maps are now supported!
veryNice,
this is a fantastic tutorial
I'm glad people are still finding it useful after so long. I actually don't use this method anymore I do this bindpose.com/maya-matrix-nodes-part-2-node-based-matrix-twist-calculator/ which is cleaner.
@@jreinhart3382 Finally found the perfect way~!! Thank you
This looks fantastic, I wish I could have given this to my artists years ago. Looks so much more intuitive than painting values.
I'm glad you like the look of it! This demo is a few months old so there are new features in the current version. You can get it at app.gumroad.com/jreinhart
And Maya 2022 support is needed as well. Thanks!
Hi Boris, making it available for more versions and platforms is my current development priority. Windows 2022 will most likely be out before the end of January (along with an improved UI).
Hi Boris, as of this morning, a Windows 2022 is available on Gumroad :). I hope you enjoy it!
@@jreinhart3382 Thanks! I am going to test it right now = )
I bought your great script. And now I am waiting 2022 support. ^___^ Hope it will available soon
Hi Boris, it is now available for Windows, Mac, and Linux for Maya 2018-2022 jreinhart.gumroad.com/l/kHyVR enjoy!
Fantastic tool...
Hi Jonah, first of all, thank you for your videos, I've learned a lot from them. I have a quick question about this one: Is there any particular reason that you use the shouldercontrol as world up object for the motion path instead of the initial shoulder joint? I've had to put in roll joints in a rig a view days ago, which had set up the IK and FK mode for the arm in a way, where everything in the arm would switch modes together, including the clavicle. Meaning IK_Shoulder and FK_Shoulder were not the same control. It was a strange setup, but I was brought in as Animation had already begun, so rebuilding the clavicle was not an option. I ended up just using the shoulder_bind_joint as world up object, since this joint stays the same in both modes. On first glance, that worked perfectly fine, even when I thew a blendshape and a sine deformer on the curve I had no issues during the animationtests I made. I was just wondering, if there is something I'm overlooking with this setup, some kind of cycle or double calculation that will make it explode at a certain angle or something... Anyway, if you there is a reason to not set it up this way, I'd be curious to know what I overlooked. But there's no rush. :) Have a nice day
Did you ever figure this out?
牛逼
The tool seems really cool! Is it possible to test a trial version to evaluate it in my workflow?
At the moment it is available as a private non-commercial version and a commercial user license through the link in the video description. There are some technical things that I would need to resolve in order to ensure a free version is not misused before I would consider releasing a free trial version.
does it work on Maya 2018, I'm so interesting
It is currently only available in 2019 and 2020, but I am working on making it available for more versions. I will follow up once a 2018 version is released.
@@jreinhart3382 just followed your gumroad, I'm waiting your next release
@@TuanPhan-gr9ps It is now available for Windows Maya 2018!
@@jreinhart3382 thank you so much, i just take it.
Amazing tool, really fits to my workflow.
Glad to hear it :)
is that available?
drive.google.com/file/d/1bJJq0HAPHDJuqYpSF8UKiiE1XVq-RGOz/view?usp=sharing yep!
I want this! Great work!
Thank you Anna :)
app.gumroad.com/jreinhart The tools is now available on gumroad
Wow, really nice tool! Never thought of that!
app.gumroad.com/jreinhart The tools is now available on gumroad
This is amazing, thanks for the share!
Is your brother Max?
Yeah
@@jreinhart3382 oh cool
woow amazing rig. sir plugin or script name? or link
you can find the prototype plugin for the deformable face controls on my website, the other stuff is secret for now.
@@jreinhart3382 thank you :)
I'm years late, but did you ever release a sharable version of this? It's absolutely FASCINATING. I've been scouring the internet for resources on Blue Sky's facial rigging for the Peanuts Movie and all I've turned up are papers I can't afford to download (darn academic databases) and a few forums asking the same questions and then I finally came upon your blog lol. And I'm still struggling to wrap my head around how the nurbs and bones actually deform the model.
Glad to hear people are still finding this stuff interesting :). I'm using a much better variation of this method now www.jonah-reinhart.com//single-post/2020/08/17/translateuvn-deformer-penultimate-update . And recently blue sky put out another paper that mentions their UVN deformer dl.acm.org/doi/10.1145/3306307.3328171 . If you'd like to test out the custom deformer version just shoot me an email.
that's great !!
Very awesome work, Jonah! I have some questions regarding the awesome Direct Manipulation system you've created, Is there a way one can put hands on this one? looks pretty cool to use it while animating!
Hi you can find my code here www.jonah-reinhart.com/single-post/faster-direct-manip . It's not quite fast enough to use on a whole rig yet in my opinion. Some other people are developing a similiar thing as well www.squarebitstudios.com
@@jreinhart3382 They seem to be doing great job too, wow, can't wait for such solutions to be available.
is that available?
drive.google.com/file/d/0B-Q2X0TAmhx-VzRVZ1VYTUU1aVk/view?usp=sharing
@@jreinhart3382 problem link
@@kindkind4813 I just fixed the google drive sharing setting. It should be accessible now. :)
@@jreinhart3382 🥰
The MATRIX master returns! xD Congrats Jonah!
Awesome work Jonah! You are a genius ;)
The mesh locator is a new feature of 2020 maya???
No, the subMesher and meshLocator are custom Maya nodes I made. The code is available in the description.
Hi Jonah, thanks a lot for all your videos and blog posts, very useful. All the best.
Jonah with quick facts and knowledge
Where's "singing hip hop in the car"?
Jonah Reinhart dead 😔
Good thing I backed up Elissa gets roasted ✌️
is this available for download?
can you please send me the rig at sallumeeya10@gmail.com or make a tutorial on how to rig it because i am making a 3d model of a humpback whale in blender and i wanted to rig it in maya.
drive.google.com/open?id=0B-Q2X0TAmhx-YUx3dlVCdV9VSVk here is the rig. Feel free to email me at jonahrnhrt@gmail.com if you have any questions about the rig.
How can I use this for a project
If you're interested in using the rig, I can send it to you. I made it a few years ago.
My mail is ms_ginatta@hotmail.com
drive.google.com/open?id=0B-Q2X0TAmhx-YUx3dlVCdV9VSVk here is the rig
I used something like this, but without the locator and motion path because I only needed one joint to keep a shirt sleeve from twisting with the arm. The only problem I'm having is I can't turn my character around 180 degrees or it flips! I've been able to work around it so far, but I have a shot coming up where the character actually spins around really fast so I have to fix it. Any ideas?
Actually, what's happening is when I rotate the character 180 degrees in Y with the main transform control all of my joints in the upperbody rotate 180 degrees in the x-axis. The no-twist joint is still at 0 which makes the mesh twist. I don't really understand why this is happening. I just did a quick test on a simple skeleton with the same type of control hierarchy and the joints don't rotate like that when I rotate the main control. Ugh.
Hopefully you were able to find a solution (since I'm 5 months late with a response) what I guess would be the issue is that the joint segment with the noflip ikHandles isn't a sibling of the shoulder jnt.
Try checking if you need to disable "Inherits Transform" on the motion path, it might be a double transform.