🔥🔥🔥Would you like access to the assets and project files I use in my tutorials, from Maya and After effects files, to even full character models!? Behind-the-scenes demos of real client projects? AND have access to me to ask questions and get FREE advice? Support my channel at: 👉 www.patreon.com/animatorartistlife and join me in building a VIP group. Thank you, I REALLY appreciate any support, from David 😊
Oh wow, thank so much, it makes it worth while when I hear how my lessons are helping people. I'd love to se what you have created, come and show us in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Got a major tip, if you are adding extra joints to the default biped (e.g. spikes for Sonic The Hedgehog), it is SO important that you parent the extra joints ONE BY ONE. Spent weeks trying to figure out why the SkinCage would not build properly and it was all because I parented the extra joints at the same time..!
Im so grateful for these videos sir. Ive used advanced skeleton quite a few times for projects, but could never figure out how to rig my braids into it. theres so much little things I learned too so THANK YOU!
amazing videos! im following the series and all i can say is thank you so much! im doing my final thesis at collage and these videos are so helpfull!! god bless people like you who take the time to do these kind of videos
Thansk so much, these videos take so long to make, so it really makes it worthwhile when I receive feedback like this. If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
At around 12:00 when you're adjusting the cages for the fingers, you mention that you can't mirror the adjustments. I wanted to point out that you actually can do this.. just under the Create button in the SkinCage menu there is an option to mirror your selection from left>right or right>left. Cheers!
Hey thanks for commenting, yes someone else pointed this out which is great thanks. I think this feature was added in later, but glad others have picked it up :)
You can actually mirror the skin cage modifications in the Deform(option2) SkinCage: > Mirror: Left>Right or Right>Left. Super useful :) Still going good so far, fingers crossed for a smooth face rig.
awesome Im glad it helped. for more complex animation I would still do it the traditional way and export the joints animation as an fbx and just have a master rig in unreal, so we can still do all animation in maya. Come and show us in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Last year, I payed a guy on Fivver to make me a rig similar to this. Then I installed advanced Skeleton into maya and made a rig that was ACTUALLY better than the one I paid for.
That is awesome! 😀 I would love to see what you have made ... Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
sorry, I missed this message. You're welcome, thanks for watching. come show your work in the private facebook group: 👉 facebook.com/groups/animatorartistlife/
I'm happy it was helpful , thank you. f you want to support the channel I've started a Patreon page where you will get most of the files from my lessons, and when we reach 25 members I'll open a discord channel for personal feedback on your work. patreon.com/animatorartistlife thanks 😊
You're welcome, thank you for the kind words and for watching!... if you can subscribe and spread the word, I can dedicate more time to producing more videos, thanks again 😀 .. I've also just started a new Twitter page to help get the word out and connect with other artists: twitter.com/AnimArtistLife
How can I get my model out of the Geo group? I followed the tutorial up until about 'Copy Weights'. when I hit that, nothing happened. I also do not have a layer selection option, so I must have messed up somewhere, I would like to start from scratch, but can not figure out how to get the sphere base out of the geo group. much easier in softimage. thanks :)
hey, sorry for the late reply, yes you can, its like when I do the hair. You can either just copy skin weights from teh cage to your new items, but all joints in close proximity will affect it... sometimes I just want a few certain joints only to control added meshes like accessories etc... so the best way is select just the joints you want, then your geo and skin the normal way, >skin > bind skin... you can even add more joints and go >add influence If your interested, I also have a blog with free articles I'm building at animatorartistlife.com
your videos are great! would love if you could do one on rigging a quadruped but not simply the cat or dragon or what have you, but a little more fantastical necessitating lots of custom chains. Also, do all those transform nodes disappear when you connect custom chains to the advanced rig?
That sounds a great challenge thanks!.. it would take sometime to build the model though, unless we can find a stock fantasy creature. I've started a new discord community of you'd like to join? discord.gg/g6REvhbWGP 🙂
Hi, this is exactly what Ive done in all my other tutorials these were my first ones. I even created my own Key graphics and animate them on manually.. check out my other videos to see, 😊
Thanks for the feedback k it really helps me. You can join my new Patreon to get access to feedback from me and my files from the lessons : patreon.com/animatorartistlife thanks 😊
I am trying to rig a Sonic the Hedgehog model I have made, I'd say my joint placements are spot on and I have 7 extra rows of joints coming out of his head root similar to your pigtails but when I create the skin cage, it's all messed up and duplicates itself, it's simply not working, it works fine as soon as I remove the additional custom joints.... Need help desperately because I don't like the method 1 of simply binding skin, the skin cage gives me really nice default weights, especially in the hands.
Hi, using flood allows you to get an overall smooth on one click over the whole current weights of that particular joint very quickly and evenly, instead of manually painting around it. You can lower the weight to get a weaker or up for stronger effect, thanks
Hello guys.I have a problem😔when i paint fingers or foot influence and add some smooth , hip root chest and others are also influencing.Please give me some advise🙏
Hey sorry for the late reply... If you have smooth amount / opacity strength set to high you could be overdoing it, and Maya is trying to distribute the weights between the vertices. I cant tell without seeing it, but is your geometry very low poly? If so you might want to just paint the smoothing by hand with the brush.
Hello i have a problem with my arm mesh when i move thr controller to test it out it kind of broke the arm mesh so I delete all history for the arm mesh. Now all the controller is working fine except for thr arm mesh. The arm doesnt move at all :') do I need to start the rigging from scratch? 🤧
Hi, if you delete history you lose all skinning and the skin cluster is removed. You just need to select your arm geo and click copy weights from the AS menu if you've used the skin cage, or just the geo and joints and bind skin again
When I try to add the skin cage on my character some parts like a part of the leg, neck and chest are not created. I have a seperate joint in the leg for the ammo pouch of my character (it's like at the side of the leg) and it seems to be breaking the skin cage. Is there a way to fix it because I have to animate the chuck as well?
Does it build the skin cage ok if you remove your extra joints, just as a test? You can also try the standard bind skin method instead of skin cage. It's difficult to tell without seeing it. You can join the private Facebook group then post a screen recording for me to see: 👉 facebook.com/groups/animatorartistlife/
Good day. New subscriber here. I have a problem. I follow the tutorial but when i click the copy weight. Nothing happend. What is the reason of it? Thank you so much.
Hey thanks for subscribing! ... are you referring to copying the skin weights for the first time from the skin cage? If so, when you copy weights from the skin cage you must select all your geometry first, all the pieces, then click copy weights you will want to hide or lock the joints first as they have preference when group selecting, I hope that helps 🙂
I've run up against the challenge of skin-weighting a hand in order to make a fist. The mesh is supposed to do all kinds of deforming stuff in order to appear realistic. Wondering how the pros would do that; lots of slider joints, (seems like a tangle) or somehow set up a blendShape to transition in on the hand mesh once, say, the four main fingers reach a rotate threshold? Any suggestions?
Hey, if you are making hand close up shots, I would make a seperate detailed hand rig for those shots possibly. You can use many corrective blend shapes work nicely, Advanced skeleton can set these up easily. then you can add extra corrective surface controls on top if you need it, all with AS. Or start using muscle systems, but that is much more complex
Hey, very usefull video but I´m getting an error when using cage. When it finishes loading it gives me this error and the cage has duplicates: // Error: file: D:/Descargas/AdvancedSkeleton5.mel line 50575: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection.
Huge apologies Andrea I missed your post! Firstly your cage should not be or have any duplicate, go back to a previously saved version, or use the remove skin cage function in Advanced skeleton first. the other error message you are getting, what exactly are you doing when it gives you this? Is your model only in quads or triangles?
Nice Tutorial:) Just wanted to mentioned that I'm getting this error when I try to create the Cage(Deform option 2, min 9:39) for the first time: // Error: file: C:/Advance_Skeleton/AdvancedSkeleton5.mel line 47126: No object matches name: _middleCurve // Everything was so far so good until this step. Thank you so much in advance
Hey thanks for the feedback. regarding your issue, this can happen if you have something with the same name.. even if in different groups make sure EVERYTHING has it's own unique name. Look for things like polyshere01 , let me know if this helps and Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
I'm running into a problem where Copy Weights is messing up my geometry and I have to restart back to a previous version of the file. It happens around the Knee joint I'll add the link here. imgur.com/lJkUQq0 I've changed the cage in every manner possible, but this seems to happen only on this section of the mesh and I have no idea why - My only guess is that because it's an asymetrical model it freaks out?
Hey, that is strange, but yes if the geometry is not symmetrical this may be the cause. It would probably work better with the other skinning Option 1 in Advanced skeleton instead, This is a more standard way of selecting the mesh then the joints and bind skin, just follow instructions in option 1 From your screenshot you are still in build fit skeleton mode, have you actually built the skeleton before weighting? Thanks
@@AnimatorArtistLife Figured it out: It was a mesh integrity issue that I fixed inside zBrush by clicking "Fix Mesh Integrity." Maya's Clean Up tool was messing up the geometry, all good. Do you happen to know if / when the program will be supporting asymmetrical faces? I found it to be a hindrance since most humans are asymmetrical.
@@Cloganart Thats great you sorted it, I'm not sure what that is, but all zbrush geometry should be retopolgised first before rigging. You can rig asymmetrical faces with Advanced skeleton, the creator did a tutorial a while back on it here: ua-cam.com/video/kz4NaLGMtQg/v-deo.html 👉 also.... You are correct that in real life human faces do have asymmetry, but rigging your mesh should most of the time be symmetrical. You can add asymmetry with the posing and animation acting , and adding bump and displacement map details. The only time you need asymmetrical rigged faces is like zombies etc where it may have one eye only or distorted faces mutants etc Thanks
Hey, yes you can, select the face geometry, then do it the standard way. Go to rigging menu in Maya, not AS, the go down to skin > paint skin weights, then hit the square options box. In the list you will have all the joints, including the facial joints. including all the many lip joints
@@AnimatorArtistLife Hey thanks for the reply but I already tried that but weights are not showing for some reason. It's just showing a textured model as it shows in the viewport.
@@AnimatorArtistLife Also during the building of the face it shows really good blinks but after the face setup is complete the blinks are really bad and I am not able to fix them.
The face set up is different, are you running the face setup? before that if you are creating teh skin cage it will just weight the whole head to the head joint. If you want to join the free discord server you can post a video so I can have a quick look possibly discord.gg/g6REvhbWGP 🙂 OR if you want more deeper help you can join my new Patreon community, where I give more help, and you get a bunch of rewards like acess to my project files, full character rigs, and member only videos.. join the Tier3 level here: 👉 patreon.com/animatorartistlife
Hey, its difficult to know why, as it could be a few things. are you copying or mirroring weights as I do in these lessons? Are you copy and pasting from one mesh to another? if so, make sure its clean and has no history apart from a skin cluster. Let me know if you sort it, thanks
Hi, In the video I say "you could create a button" I dont say Im going to make one, but its very simple. You open up your script editor window.. then in the viewport select all the curves one by one, you'll see the mel code it creates and reports as you do this.. simply highlight it all and middle mouse drag to an empty spot in a shelf and it will create the button that recalls those commands :)
Theoretically, if I was having issues with the skin cage thing, could I just scrap that step altogether and paint my own weights from scratch? I'm getting cages where the heel edges travel halfway across the universe and the geometry is all knotted and inside out and it's a mess.
Hey Kate, that is very strange, have you made sure you have run your geometry through the advanced skeleton cleaner before rigging? and check for symmetry? There is a button to remove all skin cages, then if you have a look at the rigging section under deform, you will see there are other methods of skinning with AS. You don't have to use the skin cage method. There is a standard one its "Deform Option 1" it selects just the deformation joints for you, then does a standard bind. Sometimes I need to add extra joints later, I even use the normal maya set to go "add influence" sometimes I hope this helps 🙂
@@AnimatorArtistLife ah I see! Yeah look in all honesty I deliberately made my model asymmetrical (she’s a school girl who’s been playing rough at lunch time so her socks are different heights down her legs and her hair is a mess) so that’s probably a fairly significant contributing factor. I avoided the cleaner as well because it turned her skin completely white and wouldn’t be corrected afterwards, even if I tried to assign new materials. I imagine that probably has something to do with the way I modelled her too :’) Animation is hard
@@-Songbird Hi Kate, ok, let me try and help. First off, if you want to join the private FaceBook group I can offer more help here 👉 ua-cam.com/users/animatorartistlife Ok, regarding the asymmetry, you can rig asymmetrical characters with AS, the creator even has a video on it here: ua-cam.com/video/8EtJZPWzyMA/v-deo.html NEXT, if you just have some small objects like socks and hair that are not symmetrical, you can skin these after, you can select each sock and either c>skin cage > copy weights, or use teh other method, select just the deformation joints, or joints close to teh sock and bind skin. just like I do with the hair in these lessons. You can even just parent the hair to the head control if its short and doesn't need to deform. NEXT RE: your model turning white after running the cleaner, this shows you an issue that must be fixed. : it sounds like your geometry could possibly have it's normals reversed, so its inside out. --- try turning on face normals ,Try turning on face normals in the display . polygons menu, they all should be facing outwards. If any are, go to mesh display normals > reverse What happens if you hit the 3 key to smooth preview? I hope this helps 🙂
Hi yes, that's the advantage of advanced skeleton. At any time you can press the Toggle Fit mode button, adjust your joints, then click >Rebuild skeleton. But you will then need to adjust the skin weights and re paint some areas I imagine. But mirroring if symmetrical is done automatically,
🔥🔥🔥Would you like access to the assets and project files I use in my tutorials, from Maya and After effects files, to even full character models!? Behind-the-scenes demos of real client projects? AND have access to me to ask questions and get FREE advice? Support my channel at: 👉 www.patreon.com/animatorartistlife and join me in building a VIP group. Thank you, I REALLY appreciate any support, from David 😊
You’re teaching more than my university thank you so much!
Oh wow, thank so much, it makes it worth while when I hear how my lessons are helping people. I'd love to se what you have created, come and show us in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Got a major tip, if you are adding extra joints to the default biped (e.g. spikes for Sonic The Hedgehog), it is SO important that you parent the extra joints ONE BY ONE. Spent weeks trying to figure out why the SkinCage would not build properly and it was all because I parented the extra joints at the same time..!
I've not really had this issue, but thanks for sharing as I'm sure it will help others
Im so grateful for these videos sir. Ive used advanced skeleton quite a few times for projects, but could never figure out how to rig my braids into it. theres so much little things I learned too so THANK YOU!
You are welcome Frances, thank you for the kind feedback it really helps. 🙂
.. spread the word, Ill be adding more tutorials each month.
amazing videos! im following the series and all i can say is thank you so much! im doing my final thesis at collage and these videos are so helpfull!! god bless people like you who take the time to do these kind of videos
Thansk so much, these videos take so long to make, so it really makes it worthwhile when I receive feedback like this. If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
At around 12:00 when you're adjusting the cages for the fingers, you mention that you can't mirror the adjustments. I wanted to point out that you actually can do this.. just under the Create button in the SkinCage menu there is an option to mirror your selection from left>right or right>left. Cheers!
Hey thanks for commenting, yes someone else pointed this out which is great thanks. I think this feature was added in later, but glad others have picked it up :)
You can actually mirror the skin cage modifications in the Deform(option2) SkinCage: > Mirror: Left>Right or Right>Left.
Super useful :)
Still going good so far, fingers crossed for a smooth face rig.
Oh wow! awesome find, nice one thanks!
Lol yeah I kept staring at those options when he was saying that haha.
this helped me. lol
This helped me out today. Especially the weight painting section. Cheers
Great to hear!
Thank you very much!
memo
15:08 copy weights
You're welcome, I'm happy it helped 🙂
Really helpful tutorials on Advanced Skeleton! Thank you so much for your work on these!
You're welcome, thanks for watching! ... more to come each month
I was stuck on transferring AS5 to Unreal engine. this helped me a lot. thanks for the detailed tutorials
awesome Im glad it helped. for more complex animation I would still do it the traditional way and export the joints animation as an fbx and just have a master rig in unreal, so we can still do all animation in maya. Come and show us in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@@AnimatorArtistLife sure i will
I definitely enjoy the plug-in and your help with it =)
ty
Thanks for the feedback, it really helps me, Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Last year, I payed a guy on Fivver to make me a rig similar to this. Then I installed advanced Skeleton into maya and made a rig that was ACTUALLY better than the one I paid for.
That is awesome! 😀 I would love to see what you have made ... Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
This tutorial is fantastic!
Thank you! much appreciated. I now have a discord community channel just launched if you want to join: discord.gg/g6REvhbWGP 🙂
Thank you for the knowledge in this video
very kind of you thank you, I'm glad it was useful, thanks for watching 🙂
Great, thanks for this series ! Really helpful dude !
Thank you for watching! :)
Really helpful tutorials . Thank you a lot
sorry, I missed this message. You're welcome, thanks for watching. come show your work in the private facebook group: 👉 facebook.com/groups/animatorartistlife/
Thanks you very much! Great tut!
I'm happy it was helpful , thank you. f you want to support the channel I've started a Patreon page where you will get most of the files from my lessons, and when we reach 25 members I'll open a discord channel for personal feedback on your work. patreon.com/animatorartistlife thanks 😊
This is awesome and really useful, thank you so much!
You're welcome, thank you for the kind words and for watching!... if you can subscribe and spread the word, I can dedicate more time to producing more videos, thanks again 😀
.. I've also just started a new Twitter page to help get the word out and connect with other artists: twitter.com/AnimArtistLife
@@AnimatorArtistLife of course! already subscribed, notifications on! :)
Thank you so much, this video taught me alot...
Thank you, that really makes me happy to hear and that it's worthwhile 😀
How can I get my model out of the Geo group? I followed the tutorial up until about 'Copy Weights'. when I hit that, nothing happened. I also do not have a layer selection option, so I must have messed up somewhere, I would like to start from scratch, but can not figure out how to get the sphere base out of the geo group. much easier in softimage.
thanks :)
to get the geo out of the group you can simply select the group and go EDIT > UNGROUP.. OR you can middle mouse drag out of the group, thanks
Hi how did you solve the fact that it didn't do anything, please i am really stuck ... ?
@@AnimatorArtistLife I had the same issue. Ungrouping the geometry and then selecting "copy weights" applied correctly.
Thanks for the amazing tutorials! May I ask, if I can add new meshes (like new hair or new costumes) after finished the rig?
hey, sorry for the late reply, yes you can, its like when I do the hair. You can either just copy skin weights from teh cage to your new items, but all joints in close proximity will affect it... sometimes I just want a few certain joints only to control added meshes like accessories etc... so the best way is select just the joints you want, then your geo and skin the normal way, >skin > bind skin... you can even add more joints and go >add influence
If your interested, I also have a blog with free articles I'm building at animatorartistlife.com
@@AnimatorArtistLife thank you so much for your advice 🥹🥹
your videos are great! would love if you could do one on rigging a quadruped but not simply the cat or dragon or what have you, but a little more fantastical necessitating lots of custom chains. Also, do all those transform nodes disappear when you connect custom chains to the advanced rig?
That sounds a great challenge thanks!.. it would take sometime to build the model though, unless we can find a stock fantasy creature. I've started a new discord community of you'd like to join? discord.gg/g6REvhbWGP 🙂
This has been very useful for Rule34 modelling purposes hehe. Thanks!
You're welcome!
Forgive me Father, for I have skinned
Thanks for commenting..If your interested, I also have a blog with free articles I'm building at animatorartistlife.com
I know the kinda man you are 🤢
if you can show the keys you use in your next tutorials on the screen it will be very helpful for beginners, thank you for your efforts 🙏
Hi, this is exactly what Ive done in all my other tutorials these were my first ones. I even created my own Key graphics and animate them on manually.. check out my other videos to see, 😊
so helpful tnx a lot
Thanks for the feedback k it really helps me. You can join my new Patreon to get access to feedback from me and my files from the lessons : patreon.com/animatorartistlife thanks 😊
Hi, After create skin cage (Deform Option2) two cage is coming and not working proper. Can you reply me please.
brooooooooooooooo this is gooooooooood
Thank you very much! I'm glad its helping you. I've started a new discord community of you'd like to join? discord.gg/g6REvhbWGP 🙂
I am trying to rig a Sonic the Hedgehog model I have made, I'd say my joint placements are spot on and I have 7 extra rows of joints coming out of his head root similar to your pigtails but when I create the skin cage, it's all messed up and duplicates itself, it's simply not working, it works fine as soon as I remove the additional custom joints.... Need help desperately because I don't like the method 1 of simply binding skin, the skin cage gives me really nice default weights, especially in the hands.
Hey Jack, we managed to help you in the private facebook group, which is : 👉 facebook.com/groups/animatorartistlife/ if anyone else wants to join
@@AnimatorArtistLife I posted the video on Facebook already and you helped, cheers!
@@jackpeach4162 Great to have you in the group 😀
Great
Thanks!
Sir, can you answer me?? Why we use flood while smoothing..?? What is the useses of flood in this section?
Hi, using flood allows you to get an overall smooth on one click over the whole current weights of that particular joint very quickly and evenly, instead of manually painting around it. You can lower the weight to get a weaker or up for stronger effect, thanks
Hello guys.I have a problem😔when i paint fingers or foot influence and add some smooth , hip root chest and others are also influencing.Please give me some advise🙏
Hey sorry for the late reply... If you have smooth amount / opacity strength set to high you could be overdoing it, and Maya is trying to distribute the weights between the vertices. I cant tell without seeing it, but is your geometry very low poly? If so you might want to just paint the smoothing by hand with the brush.
Hello i have a problem with my arm mesh when i move thr controller to test it out it kind of broke the arm mesh so I delete all history for the arm mesh.
Now all the controller is working fine except for thr arm mesh. The arm doesnt move at all :') do I need to start the rigging from scratch? 🤧
Hi, if you delete history you lose all skinning and the skin cluster is removed. You just need to select your arm geo and click copy weights from the AS menu if you've used the skin cage, or just the geo and joints and bind skin again
When I try to add the skin cage on my character some parts like a part of the leg, neck and chest are not created. I have a seperate joint in the leg for the ammo pouch of my character (it's like at the side of the leg) and it seems to be breaking the skin cage. Is there a way to fix it because I have to animate the chuck as well?
Hi, are you extra joints floating? you need to parent them to your main skeleton somewhere
@@AnimatorArtistLife I did parent them.
Does it build the skin cage ok if you remove your extra joints, just as a test? You can also try the standard bind skin method instead of skin cage. It's difficult to tell without seeing it. You can join the private Facebook group then post a screen recording for me to see: 👉 facebook.com/groups/animatorartistlife/
@@AnimatorArtistLife Ok I will join. Thank you for your response!
@@AnimatorArtistLife I just posted my problem in the facebook group. It's screen recorded with me explaining in the video what exactly the problem is.
Good day. New subscriber here. I have a problem. I follow the tutorial but when i click the copy weight. Nothing happend. What is the reason of it? Thank you so much.
Hey thanks for subscribing! ... are you referring to copying the skin weights for the first time from the skin cage?
If so, when you copy weights from the skin cage you must select all your geometry first, all the pieces, then click copy weights
you will want to hide or lock the joints first as they have preference when group selecting, I hope that helps 🙂
It didn't change anything 😢@@AnimatorArtistLife
i think i did correctly but, i clicked the mesh and click copy weights, nothing is happening
thank you...
You're welcome
I've run up against the challenge of skin-weighting a hand in order to make a fist. The mesh is supposed to do all kinds of deforming stuff in order to appear realistic. Wondering how the pros would do that; lots of slider joints, (seems like a tangle) or somehow set up a blendShape to transition in on the hand mesh once, say, the four main fingers reach a rotate threshold? Any suggestions?
Hey, if you are making hand close up shots, I would make a seperate detailed hand rig for those shots possibly. You can use many corrective blend shapes work nicely, Advanced skeleton can set these up easily. then you can add extra corrective surface controls on top if you need it, all with AS.
Or start using muscle systems, but that is much more complex
is it possible to edit joints after build skeleton and place them in their places as my mirrored side has some tweakings to do
Man, why can I edit the skin cage? Cant even select it...
Thank you for the vid
Hi that's strange, have you got curve or nurbs selection unchecked in your menu across the top?
My head cage disappears after the whole skin cage is created so I could not move jaws.
Hi Younas, do you mean after you click create skin cage you see it appear then the single head part disappears ?
You must rig the body before the head
@@AnimatorArtistLife Yes, first it appears in the cage building process but once the process is completed then it suddenly gets disappear.
Hey, very usefull video but I´m getting an error when using cage. When it finishes loading it gives me this error and the cage has duplicates: // Error: file: D:/Descargas/AdvancedSkeleton5.mel line 50575: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection.
Huge apologies Andrea I missed your post! Firstly your cage should not be or have any duplicate, go back to a previously saved version, or use the remove skin cage function in Advanced skeleton first. the other error message you are getting, what exactly are you doing when it gives you this? Is your model only in quads or triangles?
i dont know how but my hand controls are controlling character cheeks too....what can be wrong and can i fix it??
Hi, is it the skin weights perhaps? check that there is no influence in the cheeks coming from a shoulder or arm joint
@@AnimatorArtistLife yes it was skin weights, due to chubby cheeks there was influence of hands on them, thanks
Great thanks for letting us know. I just started a new private facebook group you can use to post screenshots
facebook.com/groups/animatorartistlife
Nice Tutorial:) Just wanted to mentioned that I'm getting this error when I try to create the Cage(Deform option 2, min 9:39) for the first time: // Error: file: C:/Advance_Skeleton/AdvancedSkeleton5.mel line 47126: No object matches name: _middleCurve // Everything was so far so good until this step. Thank you so much in advance
Hey thanks for the feedback. regarding your issue, this can happen if you have something with the same name.. even if in different groups make sure EVERYTHING has it's own unique name. Look for things like polyshere01 , let me know if this helps and Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
hey, did you happen to fix that issue? I had no duplicate names, but am getting the same error even when I parent the joints one by one. :-(
I'm running into a problem where Copy Weights is messing up my geometry and I have to restart back to a previous version of the file. It happens around the Knee joint I'll add the link here. imgur.com/lJkUQq0
I've changed the cage in every manner possible, but this seems to happen only on this section of the mesh and I have no idea why - My only guess is that because it's an asymetrical model it freaks out?
Hey, that is strange, but yes if the geometry is not symmetrical this may be the cause. It would probably work better with the other skinning Option 1 in Advanced skeleton instead,
This is a more standard way of selecting the mesh then the joints and bind skin, just follow instructions in option 1
From your screenshot you are still in build fit skeleton mode, have you actually built the skeleton before weighting?
Thanks
@@AnimatorArtistLife Figured it out: It was a mesh integrity issue that I fixed inside zBrush by clicking "Fix Mesh Integrity."
Maya's Clean Up tool was messing up the geometry, all good.
Do you happen to know if / when the program will be supporting asymmetrical faces? I found it to be a hindrance since most humans are asymmetrical.
@@Cloganart Thats great you sorted it, I'm not sure what that is, but all zbrush geometry should be retopolgised first before rigging.
You can rig asymmetrical faces with Advanced skeleton, the creator did a tutorial a while back on it here:
ua-cam.com/video/kz4NaLGMtQg/v-deo.html
👉 also.... You are correct that in real life human faces do have asymmetry, but rigging your mesh should most of the time be symmetrical.
You can add asymmetry with the posing and animation acting , and adding bump and displacement map details.
The only time you need asymmetrical rigged faces is like zombies etc where it may have one eye only or distorted faces mutants etc
Thanks
Is there any way I can Paint Weight my face joints because I am not able to do that. 🤔🤔🤔
Hey, yes you can, select the face geometry, then do it the standard way. Go to rigging menu in Maya, not AS, the go down to skin > paint skin weights, then hit the square options box.
In the list you will have all the joints, including the facial joints. including all the many lip joints
@@AnimatorArtistLife Hey thanks for the reply but I already tried that but weights are not showing for some reason. It's just showing a textured model as it shows in the viewport.
@@AnimatorArtistLife Also during the building of the face it shows really good blinks but after the face setup is complete the blinks are really bad and I am not able to fix them.
Hello! I'm having problems copying the weight :'( can someone help me?
hey what exactly is the issue your having, do you get any error messages? you must select the geometry before clicking the copy weights button.
@@AnimatorArtistLife the cage looks really weird on the face, and when i select the geometry and click copy weights, nothing happens
The face set up is different, are you running the face setup? before that if you are creating teh skin cage it will just weight the whole head to the head joint. If you want to join the free discord server you can post a video so I can have a quick look possibly discord.gg/g6REvhbWGP 🙂 OR if you want more deeper help you can join my new Patreon community, where I give more help, and you get a bunch of rewards like acess to my project files, full character rigs, and member only videos.. join the Tier3 level here: 👉 patreon.com/animatorartistlife
why is copying weights not working?
Hey, its difficult to know why, as it could be a few things. are you copying or mirroring weights as I do in these lessons? Are you copy and pasting from one mesh to another? if so, make sure its clean and has no history apart from a skin cluster. Let me know if you sort it, thanks
I washed the whole playlist, and you didn't create a button for multiple curves 41:40
Hi, In the video I say "you could create a button" I dont say Im going to make one, but its very simple. You open up your script editor window.. then in the viewport select all the curves one by one, you'll see the mel code it creates and reports as you do this.. simply highlight it all and middle mouse drag to an empty spot in a shelf and it will create the button that recalls those commands :)
Theoretically, if I was having issues with the skin cage thing, could I just scrap that step altogether and paint my own weights from scratch? I'm getting cages where the heel edges travel halfway across the universe and the geometry is all knotted and inside out and it's a mess.
Hey Kate, that is very strange, have you made sure you have run your geometry through the advanced skeleton cleaner before rigging? and check for symmetry?
There is a button to remove all skin cages, then if you have a look at the rigging section under deform, you will see there are other methods of skinning with AS. You don't have to use the skin cage method. There is a standard one its "Deform Option 1" it selects just the deformation joints for you, then does a standard bind.
Sometimes I need to add extra joints later, I even use the normal maya set to go "add influence" sometimes
I hope this helps 🙂
@@AnimatorArtistLife ah I see! Yeah look in all honesty I deliberately made my model asymmetrical (she’s a school girl who’s been playing rough at lunch time so her socks are different heights down her legs and her hair is a mess) so that’s probably a fairly significant contributing factor. I avoided the cleaner as well because it turned her skin completely white and wouldn’t be corrected afterwards, even if I tried to assign new materials. I imagine that probably has something to do with the way I modelled her too :’)
Animation is hard
@@-Songbird Hi Kate, ok, let me try and help. First off, if you want to join the private FaceBook group I can offer more help here 👉 ua-cam.com/users/animatorartistlife
Ok, regarding the asymmetry, you can rig asymmetrical characters with AS, the creator even has a video on it here: ua-cam.com/video/8EtJZPWzyMA/v-deo.html
NEXT, if you just have some small objects like socks and hair that are not symmetrical, you can skin these after, you can select each sock and either c>skin cage > copy weights, or use teh other method, select just the deformation joints, or joints close to teh sock and bind skin. just like I do with the hair in these lessons. You can even just parent the hair to the head control if its short and doesn't need to deform.
NEXT RE: your model turning white after running the cleaner, this shows you an issue that must be fixed. : it sounds like your geometry could possibly have it's normals reversed, so its inside out. --- try turning on face normals ,Try turning on face normals in the display . polygons menu, they all should be facing outwards. If any are, go to mesh display normals > reverse
What happens if you hit the 3 key to smooth preview? I hope this helps 🙂
@@-Songbird sorry I gave you the wrong link for teh private facebook group, it's : facebook.com/groups/animatorartistlife
dizzy....
is it possible to edit joints after build skeleton and place them in their places as my mirrored side has some tweakings to do
Hi yes, that's the advantage of advanced skeleton. At any time you can press the Toggle Fit mode button, adjust your joints, then click >Rebuild skeleton.
But you will then need to adjust the skin weights and re paint some areas I imagine.
But mirroring if symmetrical is done automatically,