How to rig a piston in Maya 2016 in less than 5 minutes

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  • Опубліковано 30 вер 2024

КОМЕНТАРІ • 38

  • @276matto
    @276matto 4 роки тому +1

    Thanks for tutorial Mr. Hermes. But i have a problem. I do what you do but object is turning 90 degrees when moving ant stay still. Freezed Transformation, Deleted History but nothing changed. Can you help me about this please?

  • @officialPCXTV
    @officialPCXTV 8 років тому +1

    Woah, Constraint-ception. I didn't know that was possible :)

  • @Ruyanisme
    @Ruyanisme 6 років тому +2

    very smart sire.

  • @justinnixon5823
    @justinnixon5823 4 місяці тому

    my aim keeps rotating

  • @Dom191292
    @Dom191292 7 років тому +1

    Hi Mike, is there a way to limit the extension of the piston rod? Ideally in a manner that allows the piston to be oriented at any angle and still maintain a max extension behaviour (i.e. not using the limit information tab under attribute editor, as this only works based on world coordinates).

    • @MHTutorials3D
      @MHTutorials3D  7 років тому

      Absolutely, you just need to put in limitation values on whatever axis you want to limit ( check my door and window rigging video )

  • @KiriaHmuriy
    @KiriaHmuriy 8 років тому +3

    Thank you!

    • @MHTutorials3D
      @MHTutorials3D  8 років тому

      +Киря Хмурый You are welcome

  • @red4666
    @red4666 Рік тому

    For some reason, when this is exported into unreal it messes up.

  • @Leprechaune
    @Leprechaune Рік тому

    Excellent vid! Concise and clearly explained. Great work!

  • @amaryta
    @amaryta 9 місяців тому

    Thank you! Life saver

  • @rosvisual2986
    @rosvisual2986 2 роки тому

    thank you ! this tutorial was really helpful for me

  • @topknot01
    @topknot01 2 роки тому

    Thanks a lot for this, really helped out.

  • @PartigradeCannon
    @PartigradeCannon 4 роки тому

    Won't that cause some sort of loop?

  • @carsonchild
    @carsonchild 8 років тому

    I rigged a character in Maya LT 2016, and imported the test animation on my character, but I can't seem to get rid of the test animation character that was imported. how do you delete characters from Human IK? Thanks

    • @MHTutorials3D
      @MHTutorials3D  8 років тому

      +Carson Child Check you outliner and make sure character and IK are no longer parented. Then delete the character

  • @pinxelated2799
    @pinxelated2799 5 років тому

    thanks! easy to understand.

  • @indianeinstein1978
    @indianeinstein1978 6 років тому

    you are awesome !! i will subscribe you. thanks very much.

  • @akashmitra1294
    @akashmitra1294 5 років тому

    this is a very smart way ..........thx nicely explained

  • @ultraki5897
    @ultraki5897 8 років тому

    What's a piston

  • @rakshithreddy167
    @rakshithreddy167 4 роки тому

    Man u hv got every solution for problems in maya tq...

  • @azeemafzaly3287
    @azeemafzaly3287 6 років тому

    Thanks

  • @HelroyDelano
    @HelroyDelano 7 років тому

    Wicked Tutorial!
    Could you Do an Extension of this for piston like rig with multiple averaging parts.
    So like a piston if it had a bunch of collapsing sections to it.
    I've tried to figure this out myself but i end up with a lot of cyclical errors.

    • @MHTutorials3D
      @MHTutorials3D  7 років тому

      Currently traveling but I will see what I can do

    • @HelroyDelano
      @HelroyDelano 7 років тому

      Thank you very much!
      Take your time, its not for a pressing project or anything.
      I really appreciate it.

  • @thelibrarian7193
    @thelibrarian7193 6 років тому

    very informative, but not the one i need right now

  • @jaspreetmaan121
    @jaspreetmaan121 6 років тому

    How can i add a spring like in car suspension

  • @thepaintedginger
    @thepaintedginger 7 років тому

    Okay I’m working on a giant robot and was wondering if after to to that, could you anchor or parent the pivot point to a joint in a skeleton rig?

    • @MHTutorials3D
      @MHTutorials3D  7 років тому +1

      That can be done, yes

    • @TheRafferty94
      @TheRafferty94 5 років тому

      hey @ginger did you figure this out? ik it's an old comment but I'm currently trying to do that and it breaks the aim constraint and i'm having a hard time finding resources on it
      EDIT** figured it out. If you want to use this method in a rig its better to add two joints facing each other with aim constraints on, then just parent the geo to the joints

  • @fabianf.2300
    @fabianf.2300 7 років тому

    can I do that with bones?