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?
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).
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
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.
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
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?
Woah, Constraint-ception. I didn't know that was possible :)
very smart sire.
my aim keeps rotating
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).
Absolutely, you just need to put in limitation values on whatever axis you want to limit ( check my door and window rigging video )
Thank you!
+Киря Хмурый You are welcome
For some reason, when this is exported into unreal it messes up.
How did you export it ?
Excellent vid! Concise and clearly explained. Great work!
Thank you! Life saver
thank you ! this tutorial was really helpful for me
Thanks a lot for this, really helped out.
Won't that cause some sort of loop?
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
+Carson Child Check you outliner and make sure character and IK are no longer parented. Then delete the character
thanks! easy to understand.
you are awesome !! i will subscribe you. thanks very much.
Thank you so much
this is a very smart way ..........thx nicely explained
Thank you
What's a piston
Man u hv got every solution for problems in maya tq...
Pretty much :-)
Thanks
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.
Currently traveling but I will see what I can do
Thank you very much!
Take your time, its not for a pressing project or anything.
I really appreciate it.
very informative, but not the one i need right now
Thanks
How can i add a spring like in car suspension
Use blend shapes
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?
That can be done, yes
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
can I do that with bones?
Yes you can