Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above. If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
probably the greatest and easiest explanation of how to quickly make a tire rotate - i wish i had a 100 bucks to spend on your rigging course Quadrupe, times are rough atm but hopefully soon enough
Yeah you are definitely the best instructor! I tried to follow the original tutorial but I felt like some informations were missing for beginners and so it wasn’t working very well for me, also the real time update is a must ! Thank you so much for this !
Thank you so much for your time. I won't say thank you because your stuff is so great and easy to understand. Each and every one of your videos is excellent.❤❤❤❤❤
Thanks for the tutorial!! This is high quality content that is liked and subscribed! I was following almost step by step and it worked splendorously! However, I would like to know when I moved the control, the wheel followed and turned as intended, but why can't my undo function move the controller and wheel back to the previous position?(script editor just says // Undo: ) Is my maya bugged or is this how expression generally works(no undos)? Sorry I'm very new to expression and I don't know what is norm haha (the only thing I saw on the internet was the evaluation on the expression editor. If I change it from always to On demand then the undo works) I really appreciate the tutorials you have put up, it really helped with learning more about rigging and maya!
You can see if you unhide your locators, that the "matchTransform" of the oldpos locator is actually called every frame with the "$temp = root_ctrl.translateZ;". Sadly, this means maya tries every frame to change the position of "oldpos" to the group, and that it registers as an undoable action. (If you spam undo, you'll go back to your previous position) I'm looking for an answer to this actually :/
Great tutorial, thanks! Did you rig axles for the final car? I can’t figure out how to axles that work while turning, like in Andrew Christophersen’s tutorial
I'm not sure to be honest as i'm still working out the main rig. Possibly the following - 1. Wheel Rotation - Done 2. Joint Based Tyre Pressure - Hopefully available beginning of October. 3. Front Suspension 4. Rear Suspension What else would you like to see? The car model is basic so doesn't have opening doors etc. but I presume those are simple to rig.
@@antCGi Watching your shorts and waiting to learn 'Joint Based Tyre Pressure'. it looks awesome. and i am thinking that i could apply that skills to thread rigging of mine. I'm glad it's coming up in early October. thank you always
UA-cam keeps deleting my comments T^T This time I won't tell you how to find my post about this at a place that is not youtube, lest even mentioning other places or handles is what's preventing my comments from being published. For the third time: I've been trying to get your node based rotation file to work, and the solution I've come up with is very inelegant. The spinning is caused by how Maya handles translations and rotations; rotations corrupt the translation values. I've spent a long time messing with matrices and offset parent matrices trying to find a way for an object to rotate correctly while keeping its translation values intact, but to no avail. The closest I've gotten is to lock the rotations on a null group ("clean translations"), then select both it and the control to manipulate the control. As long as the control is selected second, the pivot will follow it and it doesn't matter where "clean translations" ends up, and the values from "clean translations" can be used to update the wheel rotation. I spent a while trying to get "clean translations" to rotate correctly so it would stay in place with the control, but that turned out to not be necessary. I was hoping that by getting the rotations right, a point constraint would have it follow the control while letting it create translations that are accurate to itself. Unfortunately, I tested that with a simple rotated object, and it copied the control's translations regardless of how inaccurate they should be for its matrix position. I wanted to see if you had any ideas on how to get the control to automatically select the clean translations group and then either itself or a third dummy group (for the pivot to be in the correct location). If you have any other ideas on how to get it to work, ideally without sacrificing the ability to undo, I'd love to hear them! Anyway, thank you for your videos, you're amazing!!
It worked, yay! I forgot to mention that I did make a button on the shelf with a MEL script that selects them correctly, but I won't be animating the rig and I want the animator to be able to click on the control instead of needing to remember to click a button on the shelf. It works okay if the rigger is also the animator and doesn't mind it, but it's clunky.
Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above.
If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
probably the greatest and easiest explanation of how to quickly make a tire rotate - i wish i had a 100 bucks to spend on your rigging course Quadrupe, times are rough atm but hopefully soon enough
Your contribution to the community is Non repayable ❤
Been so stoked for this series since the community poll a few months ago! Glad to see it's here!!
Great job. Will look at other videos from you now.
Yeah you are definitely the best instructor! I tried to follow the original tutorial but I felt like some informations were missing for beginners and so it wasn’t working very well for me, also the real time update is a must ! Thank you so much for this !
Glad I could help!
Thank you so much for your time. I won't say thank you because your stuff is so great and easy to understand. Each and every one of your videos is excellent.❤❤❤❤❤
You're very welcome!
Finally after long wait thanks a lot for this 🙏🏽🙏🏽🙏🏽
Hope you enjoyed it!
@@antCGi waiting for squash deformation 🙌
Sir your videos always inspired me and give me lots of information can you making tutorial videos about mechanical rigging like robot or transformer
oh my goodness i 've been waiting for it🎉🎉
Thanks for the tutorial!! This is high quality content that is liked and subscribed! I was following almost step by step and it worked splendorously!
However, I would like to know when I moved the control, the wheel followed and turned as intended, but why can't my undo function move the controller and wheel back to the previous position?(script editor just says // Undo: ) Is my maya bugged or is this how expression generally works(no undos)? Sorry I'm very new to expression and I don't know what is norm haha (the only thing I saw on the internet was the evaluation on the expression editor. If I change it from always to On demand then the undo works)
I really appreciate the tutorials you have put up, it really helped with learning more about rigging and maya!
You can see if you unhide your locators, that the "matchTransform" of the oldpos locator is actually called every frame with the "$temp = root_ctrl.translateZ;".
Sadly, this means maya tries every frame to change the position of "oldpos" to the group, and that it registers as an undoable action.
(If you spam undo, you'll go back to your previous position)
I'm looking for an answer to this actually :/
Really Appreciate it sir we love you ❤️
you're the best, thank you
Great tutorial, thanks! Did you rig axles for the final car? I can’t figure out how to axles that work while turning, like in Andrew Christophersen’s tutorial
Awesome❤
Amazing Channel and content
Why my wheels rotate in opposite side.. i did exactly what have you taught.. its a good tutorial
Here we go! Amazing as always🤘
Thank you
Idk if it only happens to me, but Why does the joint doesn´t returns to zero when the control is is zero?
How many of the series will be uploaded in how long approximately?
I'm not sure to be honest as i'm still working out the main rig. Possibly the following -
1. Wheel Rotation - Done
2. Joint Based Tyre Pressure - Hopefully available beginning of October.
3. Front Suspension
4. Rear Suspension
What else would you like to see? The car model is basic so doesn't have opening doors etc. but I presume those are simple to rig.
@@antCGi Watching your shorts and waiting to learn 'Joint Based Tyre Pressure'. it looks awesome. and i am thinking that i could apply that skills to thread rigging of mine. I'm glad it's coming up in early October. thank you always
UA-cam keeps deleting my comments T^T This time I won't tell you how to find my post about this at a place that is not youtube, lest even mentioning other places or handles is what's preventing my comments from being published. For the third time: I've been trying to get your node based rotation file to work, and the solution I've come up with is very inelegant.
The spinning is caused by how Maya handles translations and rotations; rotations corrupt the translation values. I've spent a long time messing with matrices and offset parent matrices trying to find a way for an object to rotate correctly while keeping its translation values intact, but to no avail.
The closest I've gotten is to lock the rotations on a null group ("clean translations"), then select both it and the control to manipulate the control. As long as the control is selected second, the pivot will follow it and it doesn't matter where "clean translations" ends up, and the values from "clean translations" can be used to update the wheel rotation.
I spent a while trying to get "clean translations" to rotate correctly so it would stay in place with the control, but that turned out to not be necessary. I was hoping that by getting the rotations right, a point constraint would have it follow the control while letting it create translations that are accurate to itself. Unfortunately, I tested that with a simple rotated object, and it copied the control's translations regardless of how inaccurate they should be for its matrix position.
I wanted to see if you had any ideas on how to get the control to automatically select the clean translations group and then either itself or a third dummy group (for the pivot to be in the correct location). If you have any other ideas on how to get it to work, ideally without sacrificing the ability to undo, I'd love to hear them!
Anyway, thank you for your videos, you're amazing!!
It worked, yay! I forgot to mention that I did make a button on the shelf with a MEL script that selects them correctly, but I won't be animating the rig and I want the animator to be able to click on the control instead of needing to remember to click a button on the shelf. It works okay if the rigger is also the animator and doesn't mind it, but it's clunky.
how do i insert a basic control
That will work in unreal?
If the animation is baked onto a joint, yes.
@@antCGi❤