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Why you should reference your rig before animating in Maya

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  • Опубліковано 19 сер 2024
  • In a rush to animate in Maya? It's probably a good idea to reference your rig before starting.
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КОМЕНТАРІ • 43

  • @animationpandemic
    @animationpandemic  2 роки тому

    ► Get one month of Premium Membership free on Skillshare: skl.sh/2GLb9DP

  • @dctheguitarhero
    @dctheguitarhero 3 роки тому +17

    "It might have contributed to their extinction" hahaha this is brilliant

    • @animationpandemic
      @animationpandemic  3 роки тому +4

      I was starting to think no one would dig that. Thanks!

  • @davidbuecherl
    @davidbuecherl 2 роки тому +1

    this is, hands down, the best maya channel out there!!!

  • @nhatkhoaphan971
    @nhatkhoaphan971 Рік тому +1

    Now I know what they mean when they say Maya is industry standard! Thankyou sir

  • @cloudshifter
    @cloudshifter 2 роки тому +1

    1:24 Glad I am not the only one that does it.

  • @prony5145
    @prony5145 4 місяці тому

    So beautifully explained, it's a very practical problem faced in production pipeline! Excellent job!❤❤

  • @joshstrickland87
    @joshstrickland87 3 роки тому +2

    Great video sir! I loved how thorough you were on the whys and the hows.

  • @jillustration
    @jillustration 3 роки тому +1

    Thank you for this, I'm sending this to my students :P

  • @zegodhand
    @zegodhand Рік тому +1

    Should you reference a model when rigging? Or should you just reference a rig when animating?

    • @CVerse
      @CVerse Рік тому

      You should totally reference your model when rigging. Any changes you make to the model file will save and roll over to the rig file. Keep in mind that you will have to rebind skin and reimport skin weights in certain circumstances

  • @DanielAner
    @DanielAner 3 роки тому

    Thanks, i wanted to sahre this exact explanation. you saved me sharing screen and all of that.

  • @charlesjoshi5154
    @charlesjoshi5154 Рік тому

    Awesome, Thanks!

  • @TimLinklater
    @TimLinklater 2 роки тому

    Thanks so much for creating this tutorial

  • @chrisgallagher85
    @chrisgallagher85 2 роки тому

    thanks for sharing

  • @jobsonchelsea6434
    @jobsonchelsea6434 3 роки тому

    Thank you Sir, i come from your Udemy Class

    • @animationpandemic
      @animationpandemic  3 роки тому

      Thanks for your support, I hope you enjoyed the class!!!

  • @brandonjacksoon
    @brandonjacksoon 3 роки тому +1

    Thank you! Liked and subscribed))

  • @ruudygh
    @ruudygh 2 роки тому +1

    if you accidentally deleted your blendshape target on a parent scene and saved and reopened. Then you mostly cant get it back.

  • @tennisphotography
    @tennisphotography 3 роки тому

    thsts a great video :) thanks and well done :)

  • @daviddelgadillo4502
    @daviddelgadillo4502 4 місяці тому

    When importing 2 of the same reference, is possible to change the color of one but not the other? Like say you want one red bug, but want the other bug blue?

  • @user-pj6xf1hc4p
    @user-pj6xf1hc4p 9 місяців тому

    can you talk about your plugins you have a lot :D

  • @ojwangvicky54
    @ojwangvicky54 2 роки тому

    Thank you for the video. I am greatful, I want to as if you needed to parent an object to the referenced item then at some point in the animation you wish to unparent it, how would you go about it?

    • @animationpandemic
      @animationpandemic  2 роки тому

      Hi there, you would do it with a constraint and animate it off. Check out the parent constraint, in particular.

  • @tounsiya7ki
    @tounsiya7ki 3 роки тому

    great video thanks 😍😍 , but i have a question pleaseee , should i make a picker for every dragon or i make it only on the dragon main rig file ? (Some question for Saving poses on studio library )

    • @animationpandemic
      @animationpandemic  3 роки тому +1

      Hi, thanks for your support. It depends on which picker system you use. That I know of, you could do your picker in the main rig file and then reference that file anywhere and how many times you please. Pickers usually let you specify which dragon you want to operate (they use the namespace for that). For poses and studio library you only need one. Studio library can apply that to whichever namespace you desire. Namespaces are those names you see before you control names when you reference the rig: "dragon:hand_CTRL" -> here, "dragon:" is the namespace.

    • @tounsiya7ki
      @tounsiya7ki 3 роки тому

      @@animationpandemic operation accomplished successfully thank youu dudee ur very helpful, keep it up the good work 🥰🥰

    • @animationpandemic
      @animationpandemic  3 роки тому

      @@tounsiya7ki nice!

  • @hotsauce7124
    @hotsauce7124 2 роки тому

    Question: is there a way to break the reference so the asset stays in the scene but is not referenced?

    • @animationpandemic
      @animationpandemic  2 роки тому

      You would import it from the reference: knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-550E9963-94EA-4997-AFFF-A828EDC5F073-htm.html

  • @hardyk1
    @hardyk1 2 роки тому

    but why did your head hit the keyboard??? Was it due to alcohol ?? looool

  • @hotsauce7124
    @hotsauce7124 2 роки тому

    Question: is there a way to break a reference so the assets stays in the scene but is not referenced?

    • @inkman002
      @inkman002 Рік тому

      Duplicate it. Remove the reference.