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Stan Abraham
United States
Приєднався 20 чер 2015
3D Artist: www.stan-abraham-3d.com/
Stanley Abraham - Motion & Graphics Reel 2024
- - -
My Website: www.stan-abraham-3d.com
Artstation: www.artstation.com/nomad3dstudio
Twitter: NOMAD3DStudio
Inquiries: stanley.abraham11219@yahoo.com
My Website: www.stan-abraham-3d.com
Artstation: www.artstation.com/nomad3dstudio
Twitter: NOMAD3DStudio
Inquiries: stanley.abraham11219@yahoo.com
Переглядів: 39
Відео
Intro to Animating in Maya (Character Sets, Timeline, Graph Editor)
Переглядів 1 тис.Рік тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/nomad3dstudio Twitter: NOMAD3DStudio Inquiries: stanley.abraham11219@yahoo.com
AUTODESK MAYA - FK /IK Switch Tutorial (2022!)
Переглядів 42 тис.2 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/nomad3dstudio Twitter: NOMAD3DStudio Inquiries: stanley.abraham11219@yahoo.com
Personalizing Maya
Переглядів 1142 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/nomad3dstudio Twitter: NOMAD3DStudio Inquiries: stanley.abraham11219@yahoo.com
Making of the Void
Переглядів 662 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/nomad3dstudio Twitter: NOMAD3DStudio Inquiries: stanley.abraham11219@yahoo.com
The Void - Behind the Scenes
Переглядів 742 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/nomad3dstudio Twitter: NOMAD3DStudio Inquiries: stanley.abraham11219@yahoo.com
The Void - Teaser
Переглядів 3712 роки тому
For my senior thesis at Montclair State University, I decided to make another animated short - this time about a lonely engineer named Saed, who creates a headset that lets him explore his own imagination and make his own friends. His main buddy in the Void, nicknamed the Suit Man, seems to have his own ideas for what's best for Saed, and the Void as a concept would explore the idea of escapism...
The Void (2021) | Senior Thesis 3D Animation
Переглядів 5452 роки тому
For my senior thesis at Montclair State University, I decided to make another animated short - this time about a lonely engineer named Saed, who creates a headset that lets him explore his own imagination and make his own friends. His main buddy in the Void, nicknamed the Suit Man, seems to have his own ideas for what's best for Saed, and the Void as a concept would explore the idea of escapism...
AUTODESK MAYA - Using Control Curves
Переглядів 3,7 тис.3 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/nomad3dstudio Twitter: NOMAD3DStudio Inquiries: stanley.abraham11219@yahoo.com
AUTODESK MAYA - Creating Blendshapes
Переглядів 5163 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/rejisson Twitter (NOMAD3D): nomad3dstudio Twitter (Reji's Son): rejissonmusic
AUTODEKS MAYA - File Path Editor
Переглядів 1,6 тис.3 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/rejisson Twitter (NOMAD3D): nomad3dstudio Twitter (Reji's Son): rejissonmusic
Saed - 3D Character Rig Demo
Переглядів 803 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/rejisson Twitter (NOMAD3D): nomad3dstudio Twitter (Reji's Son): rejissonmusic
The Suit Man - 3D Character Rig Demo
Переглядів 1043 роки тому
Character Rig I made for the Suit Man from my upcoming 3D animated project, "The Void". - - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/rejisson Twitter (NOMAD3D): nomad3dstudio Twitter (Reji's Son): rejissonmusic
AUTODESK MAYA - Reverse IK Foot Rig
Переглядів 5 тис.3 роки тому
How to set the feet up with IK handles, parent them to controls, and create set driven keys to produce foot and toe rolls. - - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/rejisson Twitter (NOMAD3D): nomad3dstudio Twitter (Reji's Son): rejissonmusic
AUTODESK MAYA - FK /IK Switch Tutorial
Переглядів 31 тис.3 роки тому
- - - My Website: www.stan-abraham-3d.com Artstation: www.artstation.com/rejisson Twitter (NOMAD3D): nomad3dstudio Twitter (Reji's Son): rejissonmusic
Character Models for Aphrodite-22 (2019)
Переглядів 384 роки тому
Character Models for Aphrodite-22 (2019)
Aphrodite-22 (2019) | 3D Concept Trailer
Переглядів 3625 років тому
Aphrodite-22 (2019) | 3D Concept Trailer
AUTODESK MAYA 3D TIMELAPSE - Room Study 2018
Переглядів 11 тис.5 років тому
AUTODESK MAYA 3D TIMELAPSE - Room Study 2018
3D ART PORTFOLIO (2017) - STAN ABRAHAM
Переглядів 965 років тому
3D ART PORTFOLIO (2017) - STAN ABRAHAM
AUTODESK MAYA 3D TIMELAPSE - Suit Jacket Modeling (+ ncloth simulation)
Переглядів 4,1 тис.5 років тому
AUTODESK MAYA 3D TIMELAPSE - Suit Jacket Modeling ( ncloth simulation)
promotion1 (2017) | Experimental 2D Short
Переглядів 617 років тому
promotion1 (2017) | Experimental 2D Short
most inspiring thing i've seen in a minute
BRO YOU HAVE NO IDEA. THIS TUTORIAL IS JUST WHAT I NEEDED
hey the tutorial is super good however I wanna know that does it match IK to FF while animating in different position?
Why Is compulsory To Use Both At The Same Time ?
tomorrow is my maya exam on rigging and you save me. thank you
anything is possible
Love it man ❤ you save me from my teacher 😅
happy pride month!!
is there a way to use an enum instead of a boolean? or would this method not work because of the connection editor?
10/10 video
how did he get rid of that finger main joints
YT needs to add additional Likes buttons, just for this video -
HOLY, no one explains fk/ik switches better than you! Litterally
will they match while switch fk to ik
7:57 So that's the trick! Thank you!
thank u
Hi, how are you my friend. I have a really weird problem that is really annoying: After doing the ik Handle, when I move the ik I created from the shoulder to the hand up or down the elbow stops being flexed and suddenly aligns with the arm. What should I do to fix that problem?, is it normal to happen?.
This was so useful thank you.
brother you don't know how much this helped me.... thank you so much !!!!!!!!!!
Summary: We create two extra joint chains (IK and FK) to constraint the original joints with both of them. A boolean attribute is used to turn on and off either of the input constraints IK or FK. In more details: - Duplicate your arm joints (excluding hand's bones) into two additional hierarchies post-fixed "IK" and "FK" respectively. ( You now have 3 sets of joint hierarchies representing the arm ex: armleft, armleftIK, armleftFK. ) - Create IK and FK control shapes (circle for KF, cube target for IK) - Setup IK constraint and pull vector to the IK joints. - Attach controls to corresponding hierarchy (FK -> ex: orient constraint) (IK -> ex parent constraint) - create a control parented to the wrist that will hold the IK/FK switch attribute - add custom attribute to switch between IK/FK to said control. - Orient constraint each joint of the original chain to both IK and FK joints. (In other words, the result of spherical interpolation between IK and FK joints is assigned to the original joints; original joint orient = slerp(orientIK, orientFK) - You now have orient constraints with 2 inputs (IK and FK joints) constraining the original bones. Connect the wrist's boolean attribute to each orient constraint, so that, it turns on and off either IK input or FK input. (there is a built in attribute to turn on or off each input) - connect visibility attributes of the controls and joint chains to appropriately show or hide them in correspondance to the IK/FK mode.
someone can send me the link for BScontrols ?
Thank you for detailed information how to create switch in Maya. I'm a former user of Softimage XSI. It amused me how many operations one has to perform to create such a switch in Maya. It's much more labor-intensive in Maya. I'm surprised that Autodesk doesn't do anything to replicate or learn from these things in Softimage XSI.
I just started learning how to rig. Can someone explain the reason for why it’s necessary to create duplicates of the joints to create the fk and ik controls, instead of creating/having the controls directly on the original skeleton
There should be a simpler process by now, but basically Maya doesnt let you have an IK and FK on a joint at the same time. So instead you make two duplicates that control the original, and make a switch to transfer between one and the other.
How did you get the cube?
Great video thank you!! ^^
Hey man, very well done video. I despise rigging, but this helped really simplify the process of these switches. Also, I just saw that you went to MSU. Funny, I'm there right now, and working on my thesis, and needed this video specifically for it hah
Ha, glad to hear you're making your own thesis as well! Rigging was always the most complicated part.
@@stanabraham2618 Sadly, I will be graduating soon, and I don't believe I have the time to finish what I originally wanted to do (Animated teaser trailer), so I've shifted to a 3D character portfolio. That being said, your thesis film is rad as Hell, and I think about it every now and then. I think I still want to do mine after I graduate, I just am far too busy at the moment to dedicate full time to it. That being said, your stuff is def inspiring, and I hope you're doing well!
I have a question while creating the IK,FK and main bones should we create it straight or bend it slightly on the elbow? Also I have noticed in this tutorial that whenever you switch from IK to FK and vice versa the wrist rotates slightly can you tell how to fix that?
Bend it slightly in the direction the elbow should bend, so that the IK knows which way it wants to go! I believe I may have not had the wrist control for the FK and for the initialized to 0, so there's a subtle error when I switch them.
That was really useful, thank you! As other comments have mentioned, the only point missing was to orient constrain the IK wrist/hand joint to the IK controller so that it rotates with the controller.
Thank you, I would've never had figured that out.
👍 thanks for your video
You have no idea how often I come back to this video. Thank you.
why you don't create an offset group for your controllers?
at 5:55 when you select the controller and bone and orient them and they get a 'tick', the rotation of the bone for me changes, some by 360 degrees. Why does this happen? I reded the FK again and made sure to freeze transformations on the controllers and bones but it still happens. I may have missed something.
Hey 😊 your tutorial was really helpful. Could I ask you how you animate when you would like to switch? Because when I make one animation and I switch from IK to FK the FK starts from T-Pose, is that normal or did I missed a hierarchy thing? 🙈
You have to key the switch as well, unless it's another type of problem.
Hello! This tutorial was super helpful. I followed all of your steps and I was able to get it working for one side. However, as soon as I tried to do the same steps to the other side, I started getting weird rotation issues once I parented the joints together. Am I missing something? Is this maybe a joint rotation issue?
I am currently having this issue too, do you know how to fix it?
OMG you dont know how much you save my life right now im chasing on deadlines and i cant seem to fix the ik and fk switch until i found your video i wish you nothing but the best in life
Hi, what's the name of that tool at 2:30??
Soft selection. Turn it on with B
Not sure why, but I've been trying to follow the steps from 3:06 until 3:42 and somehow when I rotate that group it does not move anything at all.
Hey man
Procceed.
Why there are too much disturbance in video can't here your voice clearly
Back in college I had an animation instructor that was SUPER concerned with making sure the control curves were properly oriented over whatever joint they were parented to (pointing straight down the chain perfectly) and had this 3 step process involving parenting and then un parenting. I can't remember EXACTLY how he did it though...it's been several years and it's a bit fuzzy now since I pretty much immediately switched to toys instead of animation.
I could have been your instructor XD (not really), but I too prefer the controls matching the orientation of the joints. It makes life easier. 1. Change Translation and Orientation to Object (Hold W + Left Click) 2. V snap the control to the joint. 3. Parent the control to the joint. 4. Set the control's orientations to 0. 5. Freeze the control's transforms. For a much cleaner result, you can place the control into a group (CTRL G), V snap the group to the joint, parent the group, set both the group and the control's orientations to 0. Unparent the group. Freeze transforms of the control. The benefit of this is you can then parent the group back to whatever without messing up the relative transforms of the group. Sometimes this is necessary/preferred.
Damm yes, Thank you
very clean, thank you so much!
THANK YOU 🙏
What is the tool setting for the orient constrain when you are linking all the wrists together, elbows together, and arms together? Even after I do the constrain, when I move either my FK or IK arms, the other ones don't move and are not highlighted in pink.
Nevermind, I think my maintain offset was off and that was my issue.
@@sopapillakatnip911 every single time it's a new Maya installation with this box not ticked^^
@@ericapunkt7956 Thanks for the heads up! I've been sure to check it every time just to be careful now.
In Maya2020, affected active objects and ik applied joints are not colored into purple, do you know how to solve this issue?
Only reason for this I can think of is that you either have a color override set on it, or it is a part of a layer that has a color to it in the outliner. Otherwise, I'm not too sure myself, as long as the constraint works
@@stanabraham2618 I solved my issue. The option was in selection tool. I used to tick this option when I first learned maya 8 years ago lol and totally forgot it till this time. Thank you anyways.
thank u sooo much for these videos
you're welcome!
How do I make it so that it scales properly? Whenever I scale my global control, the base controls (not IK or FK) stay the same size rather than getting larger or smaller. Another issue I am having is that I am not sure what to parent my hand control under: the FK wrist or the IK wrist. without this, my hand does not one with my other controls.
But if doing things like this the hand's controler wont move with the hand's joints, is it?
ik this was 6 months ago but I'm just replying incase anyone or u still need help! the fk controller will move the wrist joint right off the bat b/c the wrist should be oriented to ur fk wrist, for the ik hand you have to orient constrain the IK wrist control to your jnt_ik wrist joint, not your main skeleton wrist joint. and then you have to connection edit the IK in the fk/ik to that orient. to get a hand control for the fingers to move w/ the wrist joint and have its orientation, you have to parent the hand controller to your main skeleton wrist joint
@@comboreset I love you for saving my life
I know this has been answered, but I found this comment that helped greatly for finger controls "Place the controls for the fingers in a group under the control other arm controls are under (like a clavicle or chest control). Then parent constrain your finger group to the joint chain that switches between ik and fk."
Great work, thanks for sharing this with us!
Super