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Luis Alonso
Приєднався 2 жов 2011
[rigonomicon.com] Topic 11 - Understanding Blendshapes
In this video we consider the benefits and limitations of using blendshapes and in-between sub target blendshapes. Additionally, we explore methods for exporting sub target blendshapes to Unreal.
00:00:10 Sub-blendshapes and Unreal
00:01:41 A note on: Dual-quaternion skinning
00:03:37 Spherical eyelid motion
00:06:38 Shadow joints
00:10:49 Blendshape limitations
00:14:22 MOAR bLeNdShApEs!
00:17:55 Sub blendshapes in Unreal
00:28:20 Skinned rotation
00:00:10 Sub-blendshapes and Unreal
00:01:41 A note on: Dual-quaternion skinning
00:03:37 Spherical eyelid motion
00:06:38 Shadow joints
00:10:49 Blendshape limitations
00:14:22 MOAR bLeNdShApEs!
00:17:55 Sub blendshapes in Unreal
00:28:20 Skinned rotation
Переглядів: 92
Відео
[rigonomicon.com] Topic 10 - IK Blending
Переглядів 13714 днів тому
In this video we discuss various methods for blending between IK and FK. 00:01:26 Understanding Maya's Default IK 00:19:03 Constraint Blending 00:33:48 How to setup a Trinity Rig (FK/IK blending with 3 hierarchies) 00:59:44 Bidirectional Kinematics (working with IK and FK at the same time).
[rigonomicon.com] Let's walkthrough the creation of Mr. Humphreys and his amazing sliding pivot.
Переглядів 263Місяць тому
In this video we walkthrough the steps to create Space Boat's Mr. Humphreys! This includes methods like the "sliding pivot" constraint, Bezier controlled lips, and Dependency Graph node setups. 00:04:58 Bezier Controlled Mouth 00:09:19 Concept Stage 00:17:07 Hard Surface Modeling 00:19:49 Texturing and Materials 00:21:40 Shaping for Z-Brush 00:25:54 Z-Brush 00:28:03 Pre-rigging Cleanup 00:35:34...
[rigonomicon.com] Topic 09 - Rigging Eyes
Переглядів 2722 місяці тому
In this video we take a closer look at how to rig eyes using multiple techniques including UV projection and aim constraints. Make sure to grab this project file which contains an Unreal 5 project with a shader we can use to animate pupil dilation. Download the Maya files and the UE5 project here: github.com/Rigonomicon/Maya/blob/main/LearningProjects/UE5_Eyes_Project.zip?raw=true All Rigonomic...
[rigonomicon.com] Topic 08 - From Maya to Unreal 5
Переглядів 1213 місяці тому
In this video we dive into importing skeletal meshes into UE5 and discuss the pitfalls and issues that can plague the process. We do this by replacing the default mannequin character in the UE5 3rd person example project. We discuss methods to correct y-up issues as well as issues with proportions.
[rigonomicon.com] Maya Tool Shelf Overview
Переглядів 1873 місяці тому
It's a long video but it contains everything you need to know about the Rigonomicon's Maya tool shelf. 00:00 Introduction to the Rigonomicon tool shelf. 09:52 Quick access to Maya editors. 10:42 Cleaning up your scene. 15:03 Local Rotation Axis. 17:14 Joint 'Locators'. 23:03 Maya joint tool. 24:27 Matching object transforms. 27:09 Freeze (aka: zero out) values. 36:55 Aligning and mirroring obje...
[rigonomicon.com] Lanky Kong - Part 2 - Creating an MVP rig
Переглядів 3776 місяців тому
This video is part 2 of 3 for creating a rig from scratch and brings together all that we have learned to create a minimum viable rig that can be animated and have mocap transferred to non-destructively.
[rigonomicon.com] Lanky Kong - Part 3 - Transferring animation safely.
Переглядів 2036 місяців тому
This video is part 3 of 3 for creating a rig from scratch and brings together all that we have learned to create a minimum viable rig that can be animated and have mocap transferred to non-destructively.
[rigonomicon.com] Lanky Kong - Part 1 - Hierarchy and Skinning
Переглядів 5696 місяців тому
This video is part 1 of 3 for creating a rig from scratch and brings together all that we have learned to create a minimum viable rig that can be animated and have mocap transferred to non-destructively.
[rigonomicon.com] Topic 07 - Twist and Bend
Переглядів 1156 місяців тому
In this video we consider multiple methods to solve the candy wrapper problem using multiple twist/roll bone techniques as well as IK stretching and bendy bones! 05:43 Node Editor Channel Connect Twist Value 19:09 Aim Constraint Twist Method 36:51 Bacon-Strip Twist Method 44:43 Bendy Bones Twist IK Stretch = OK
[rigonomicon.com] Topic 06 - Rigid Body Dynamics
Переглядів 1116 місяців тому
In this video we consider different methods for setting up small objects with secondary motion. 02:33 Using a Basic Constraint with Limits 12:51 Using Rigid Body Physics Plugins 28:15 Using Akasaki's Dynamic Bones Plugin. Akasaki Bone Dynamics: tinyurl.com/akasaki github.com/akasaki1211/boneDynamicsNode/tree/main
[rigonomicon.com] Topic 05 - Cloth Sim
Переглядів 816 місяців тому
Cloth simulation is a special topic that is very DCC dependent. We use Maya nCloth here to have our StormTrooper dance elegantly but the methods we use should have an equivalent in whatever DCC you happen to use.
[rigonomicon.com] Topic 04 - Custom Rigs and Mocap
Переглядів 3507 місяців тому
Transferring mocap with HumanIK and other animation retargeting methods have a habit of breaking custom rigs. In this video, we explore a simple method that safely transfers animation from any source to any custom rig while using routine HumanIK methods.
[rigonomicon.com] Rigging Basics 09 - Skinning
Переглядів 3637 місяців тому
In this video we go over a fundamental part of rigging a character we call skinning (a.k.a. vertex influence). The first half of the video is dedicated to understanding what skinning is, while the second half is a demonstration of how you can quickly get a skin going in Maya.
[rigonomicon.com] Topic 03 - Visemes
Переглядів 1898 місяців тому
Ever notice how WB cartoons never had issues with lipsync? or how old Disney films never had "my face is tired" syndrome? Thanks to the use of visemes and exposure sheets, they were able to get the precise timing and exact shape needed to achieve this. In this video we explore methods to quickly setup facial controls with visemes on a simple facial model. We discuss the difference between visem...
[rigonomicon.com] Topic 02 - MVP Rig
Переглядів 6328 місяців тому
[rigonomicon.com] Topic 02 - MVP Rig
[rigonomicon.com] Rigging Basics 08 - Shapes and Visuals
Переглядів 658 місяців тому
[rigonomicon.com] Rigging Basics 08 - Shapes and Visuals
[rigonomicon.com] Rigging Basics 07 - Constraints
Переглядів 658 місяців тому
[rigonomicon.com] Rigging Basics 07 - Constraints
[rigonomicon.com] Topic 01 - Sushi Rig
Переглядів 1608 місяців тому
[rigonomicon.com] Topic 01 - Sushi Rig
[rigonomicon.com] Rigging Basics 06 - Zeroed Out Values
Переглядів 699 місяців тому
[rigonomicon.com] Rigging Basics 06 - Zeroed Out Values
[Rigononimcon.com] Rigging Basics 05 - Mirroring Bones/Joints
Переглядів 889 місяців тому
[Rigononimcon.com] Rigging Basics 05 - Mirroring Bones/Joints
[Rigononimcon.com] Rigging Basics 04 - Right Hand Rule
Переглядів 489 місяців тому
[Rigononimcon.com] Rigging Basics 04 - Right Hand Rule
[rigonomicon.com] Topic 01 - Sushi Rig
Переглядів 1559 місяців тому
[rigonomicon.com] Topic 01 - Sushi Rig
[Rigononimcon.com] Rigging Basics 02 - Bone/Joint Alignment Best Practice
Переглядів 1159 місяців тому
[Rigononimcon.com] Rigging Basics 02 - Bone/Joint Alignment Best Practice
[Rigononimcon.com] Rigging Basics 03 - Understanding Gimbal Space
Переглядів 499 місяців тому
[Rigononimcon.com] Rigging Basics 03 - Understanding Gimbal Space
[Rigononimcon.com] Rigging Basics 01 - Dependence and Transforms
Переглядів 1529 місяців тому
[Rigononimcon.com] Rigging Basics 01 - Dependence and Transforms
[Destiny 2] Sniper range isn‘t important right? Oh...
Переглядів 2325 років тому
[Destiny 2] Sniper range isn‘t important right? Oh...
[Destiny 2 Comp Annihilation] Good use of a super
Переглядів 55 років тому
[Destiny 2 Comp Annihilation] Good use of a super
MOAR VIDEOS
Amazing! I have looked everywhere. My custom rig has always broken using HIK and its custom rig mapping. Will now be trying this out. Thank you!! Question, my personal MVP rig has squash and stretch for both the torso and legs -- connected to the controls. Will this work still with that? Or should I get rid of that functionality before going through the process?
The idea of this method is to keep the HIK animation retargeting far away from your rig so it doesn't break it, while allowing you to cherry pick what gets transferred. All you have to do is decide what nodes on your rig will receive keys. As long as you're careful with that, nothing breaks regardless of how you set up your rig. I'll be making a UI for this in the near future to make it easier to manage, but for now the core functionality is there. You can at least find everything you setup in the outliner if you make it show non-dag nodes and search for "Instructions".
@@LuisAlonsoTechArtist Tx! So I got it working with my personal MVP rig and -- after some experimentation -- I got it working like in the video. Question: when baked, the controls on my rig have all the keyframes -- that is correct, right? Now it would be a question of putting those controls on animation layers and then making adjustment in those layers, correct?
38:47 For those who doesn't have "IN values" (like me) on their pairBlend, just right click on the pairBlend and slide your mouse to "Edit Custom Attribute list" and there you can add attributes that u want. Also, short-cut for pin in node editor is P😶🌫.
Thanks for the shortcut! Normally I have my nodes automatically pinned (there's an option for that) but I try to keep Maya with default options for these videos (which is starting to seem like it's painful to watch I think). The only non-default option I've kept is not displaying the hierarchy on selection, but I have some videos that go over that at least. If there's anyone still having trouble finding an input, know that you can also right click any node and "show all attributes". Maybe I should go over the custom node settings in a future video?
@@LuisAlonsoTechArtist Yeahhh I think it will be really helpful, especially for those who are unfamiliar with node editor...
It’s definitely helpful to have the virtual keyboard 🙌🏻
I'll try to keep it on-screen then.
Can't wait to see this in Space Boat!
When doing game development solo, you cut corners where you can. Most characters in Space Boat barely have a rig. It's a good example of not needing an IK/FK blend rig because I can just use whatever works for the shot and move on to something else quickly.
@@LuisAlonsoTechArtist Better get devin!
33:52 it was cuz you didn't delete the history before transferring shapes 🥲
Thanks! Good eye catching that! Can you tell that I don't like using splines for visual controls? I much prefer using baconShapeBones so it's parametric and comes with many features like wire thickness and xRay.
such a cute fellah
Look at his toofs!
Allen is suddenly very worried
Luis the 🐐
props to you luis! Eager to try this on my final film, you are an inspiration!
I hope to have some additional videos up soon that might help with your final film. Next up: UE5 and Eyes. I'll cover how to set up UV controlled eyes as well in that.
Good stuff. Thank you again for doing this Luis!
Thanks Orcosaurus. I think Crum would have benefitted from this videos a few months ago. Better late than never I guess.
Not a question for this video specifically, but what do you think of the auto rig plugin for both maya and blender when working with a character model?
If you're an animator or a modeler that wants to see their model move, I would say that any auto-rigger is fine once you have learned the basics and have an understanding of what that auto-rigger is doing even if it's not your primary purpose. When you start using the auto-rigger without that, you start to create limitations because your character design might not fit the auto-rigger's design. Learning how to rig from scratch and understanding the fundamental building blocks of rigging means if anything needs to be adapted (because no auto-rigger will work for everything) or get fixed (because no auto-rigger is without issues), you can then at least begin to approach the problem. Any automated process that takes away any understanding makes you vulnerable to a full halt in your production and sometimes leads to abandoning your project or having to slowly change it to something else to make it fit. I created this course to empower animators and modelers because rigging doesn't have to be difficult. As a side note: I've met animators that have made a career in animation that still don't understand how gimbal rotation works and they use it every day. When things go wrong, they get the "nerds" to write them a button that fixes the issue. These people are setting themselves up to be replaced by less expensive people that will press the same button. Protect yourself. One more thing: The auto-rigger that comes with Maya is something I would avoid altogether. Very little is gained from using it. If you're a modeler that just wants to see the character move, you're better off using HumanIK where you can at least transfer animation/mocap easily.
Luis bringing us the rigging wisdom we need.
Yea it’s hard but at the end you have to get away if you see the red light
Lanky has style Lanky has Grace Lanky has got a funny face -best words to have ever been said
This is one of my favorite teachers.Thank you for your help this semester.
You're very welcome! Thanks for the kind words, it means a lot to me. Hopefully rigging is less scary now and more enjoyable!
Rigonomicon showing us how to rig correctly. Thanks! Invaluable information.
😳 *Promo sm*
Great work! I really think this channel is extremely valuable. Luis as instructor is great!
Thank you so much! I hope this helps demystify rigging a little. Please have a look at rigonomicon.com where I have made it convenient for anyone to follow in a logical order.
just now saw your channel nice work
The right hand rule is the best ruel!
Rigging with Luis! Thank you again for doing all this.
Good Stuff, love this!
Can you rig the Stromtrooper to shoot more precisely? 😂
I’d need someone to align my bones and joints too. 😂 Great and insightful video.
Super cool stuff! Thank you for your insight! 🎉
It's always fun to break these $4k softwares.
A nice tutorial! Straight forward, to the point! Good stuff!
I am here because I was told me there'd be vast amounts of knowledge here.
Subscribed, thumped up and rung the bell. This is some of the most valuable, insightful stuff on UA-cam.
True, a straight tutorial on a topic like this is always useful.
@@AgarthaTrapdoor There's a lot of videos out there that have misinformation on a number of these subjects. Hopefully I can improve the situation with these short videos that "show the work".
Thanks Luis. This tutorial was very useful. I have a question. How are you rotating an object but displaying the move tool handles.
In that particular software package I can switch the rotation gizmo display from a gizmo ball to rotation axes (like it was 20 years ago). The rotation gizmo ball is a "new" interpretation of each rotation axis that brought the ability to rotate more than one axis at a time but it stripped away some useful stuff from the axis display. You can do this experiment with a gizmo ball but you need to visualize it differently. First imagine a rotation axis as a cupcake with one candle that is on top of a circular plate. The gizmo ball displays this as the circular plate whereas the axis direction is in fact the candle. An additional problem with gizmo balls is that you have no idea what the positive or negative direction is, meanwhile I can tell you right away how the values will change when I have the axes displayed. You need to imagine the candle (or place visual helpers) when you rotate the circles. The software you are using surely has a way to display the local axis (and it should skew when you gimbal lock). What software are you using?
Thank you for this video. Can you tell me, the BakeTR and BakeR, they are custom scripts? Can you tell me how it's setup?
Very informative. Learned some new tips getting MB mocap to Maya. Thanks for sharing ❤️