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 🐜
1:28 Create control object 1:46 Change Object 3D viewport color (Drawing Overrides) 2:30 Why we need control object (translate reset problem on Joints) 3:57 Attribute connection (connect Joint's parameter to Control Object) ----------- Connection Editor ------------- 4:08 Connection Editor: how to use 5:45 Connection types show On/Off 6:00 Show Non-Keyable connections (+ show other Keyable) ----------- Node Editor ---------------------- 7:40 Create Connection Nodes 8:06 Delete Node 8:27 Open Node's attribute 11:00 Problem of connection 12:00 Mention to use Utility Node to fix connection problem (detail in later video) ----------- Constrains ------------------------ 13:00 About Constrains 13:44 Parent Control 14:07 about Maintain Offset 18:15 Point Control (affect only Translations and what is the advantage about) 20:30 Orient Control (affect only Rotations) 21:33 Scale Control 22:40 More than one Control on the Joint (Joints control Joint) - 26:09 Aim Control 27:19 Aim Constrain Op tions 28:40 Edit Aim Constrain in Attribute Editor (change Aim Vector and Up Vector of the Constrain) 32:46 Aim Constrain problem (Axes flip) 34:12 Fixing the Axes flip issue (Attribute Editor -> World Up Type) 35:41 World Up Type: Object Up 39:36 Next issue: Locator move twisting the Axes 40:06 World Up Type: Object Rotation Up (fix the twisting issue) If I forget something easier to find ;)
I have a good experience in rigging, I wish man seriously if you had these some years back, i would have save me from so much headache all the videos in the series are really good they got some stuff which no one will find in any tutorial! hats off man!!, though I knew almost all the things which were in here but most of them I learnt from experience and problems great work!
I'm just starting and these videos are the best I ever found. everything explained perfectly, the cave at not just mentioned but precisely explained too, thumb up twice if I could do that.
Great series! Rigging is the one area where I don't have much experience, so these videos are amazing and really helping me to set up a character I'm doing for a personal project.
Man, you have a natural talent in teaching, your're awesome! I watched a few paid rigging courses from many great artists, but the way you teach things is just logical for people who have no or little idea about rigging, its truly amazing!! Thank you
Your videos are fantastic! This is the first time I'm actually starting to understand anything about rigging at all. Thank you very much for your hard work!
Llevo varios años que estudie animación 3d y video juegos, Por aquí por españa por lo que he visto o por donde me formaron a mi no explican las cosas esas de la manera en la que lo ha hecho usted, hay muchas cosas que nos las han enseñado por inercia ( que al fin y al cabo no se lo que hacen ) y el constraint de aim es uno de mucho... jajaja he tenido que verlo dos veces por que no se idiomas. La cuestión es que a encantado el video, y los primeros y he aprendido muchas cosas que ni los profesores que he tenido han sabido para lo que era. Seguiré viendo todos los vides un saludo, son ecpectaculares
@@antCGi what u taught in these fundamental videos I don't have to worry if I don't remember somethings because you'll probably repeat it in the biped rigging tutorial right?
I just started teaching myself how to use Maya a couple of days ago. I've been using blender for a few months and became very familiar with it. The way you calmly and simply explain everything is gold dude. This is seriously clearing up so much confusion when trying to learn. Really appreciate it.
This was a great video! I usually deal with contraints while animating but now I have a better grasp of attributes I completely ignored. Thanks you so much for making videos like this, truly appreciated!
Hi! Thank you very much for your tutorials! The course is really informative and helpful. The way you explain and show everything is easy to understand, so you have a teaching talent :) About the "head spin" confusion with the object up vector axes (41:17), if I understand correctly, it is exactly how you describe and the up vector axes should match, but the problem ("experimenting") was caused again by the offset (that the eye joins don't point perfectly at the locators before applying the constraints): I assume that apart from offset in vertical plane there's a tiny offset in horizontal plane (meaning that locators are probably closer/farter apart from each other than eye joints from each other).
Hey Bud! It's been a while; hope all is well. Okay, so I have two challenges of which I tried several things and can't solve. I have a 95% completed character all rigged, skinned, weighted, etc. Works swimmingly mostly. Here's the first challenge. I have a belt which is skinned and weighted. I copied the weights from the model onto said belt so that the belt moves in accordance with the body. There's slight distortion in the belt on body deformation which is to be expected. I don't care about that as it's very minimal. However, there are a couple of buckles that should be attached to said belt. I've tried doing the above, parenting to the waist joint, doing a point on poly, etc. No matter what I do, the buckles either deform or don't move with the body. I've scoured the web but can't find anything to work this out. Any outside the box ideas? Okay, second challenge. I have several other separate items connected to the body by either parenting to joints that move and are close to the object or with locators (if they need SDKs). Problem is that by using this approach, I get interpenetration (I think that's the term) with the items and body mesh on certain deformations. Again, tried to scour the web and found nothing. I looked into nconstraints but I think that may only work when animating if it is the right way to even eliminate the issue. I'd also like to see if when in the viewport. Any ideas? Sorry, I know this is a big ask.
Hi George! Did you try parenting (better using constraint) to a control instead of a joint? Is it a game rig, or pruducrion/feature film rig for pre-rendered animation? You could also copy skinning to the buttons/buckles/other elements from the object they shoud be sitting on (like you've described with the belt), but to avoid deformation and stretching you can Copy Vertex Weight from the attachment/middle vertex and Paste Vertex Weight to all vertices of that buckle/button/etc, so they don't deform, meaning their proportions stay the same, but they can scale down a litle bit if the value uses more then one influence (can be checked in the Component Editor, as you certainly already know). It's not an ideal solution, but can work in some cases, espatially in game rigs (esp. mobile games) where you have tight joints budget.
Thanks for the video! Very useful and your way of teaching is so good! Very easy to follow along and very informative :) I'm pretty new to the connection editor and have only ever used nodes in Maya when using Hypershade to make fairly basic materials, so all of this is pretty new to me haha. I always just used constraints for things. One issue I'm trying to get around at the moment is using the rotations of one object to control the translations of another. For example, I have used the connection editor to make the X Rotations of Object 1 control the X Translation of Object 2. I found that this kind of works as I intended it to do, but the rotation seems to move the translation a bit too fast/too much. Is there any way of changing the amount that the rotation affects the translation value? So let's say I rotate a NURBS Curve {Object 1} by 90 degrees and the X Translation of Object 2 is increased by a value of 90. I might want to still rotate Object 1 by 90 BUT the translation of Object 2 doesn't translate by 90. Maybe I want the translation to only be a third (1/3) of that (30.) Is there a way to divide the value of the rotation before the final input of the translation? I can't really find any way to do it. Sorry if this is hard to explain haha. It's hard to explain things in words when I'm used to just seeing them visually, but I hope I managed to get my question across without making it too confusing :)
Hi! I demonstrate this is my other videos, but using a multiplyDivide node will let you adjust how much the translation effects the rotation and vice versa.
Thanks for the great tutorial. Quick question: When I move the controllers based on object up (having all set up the way you have), one eye has its start tilting its its X and Z axis and the other just jumps X axis at half point just like with Vector orientation. Any idea why? Edit: After cleaning up some weird offset values in the constraints the tilting is gone, but the X axis still jumps 180 at the mid-point just like with vector orientation.
you should also put subtitles in spanish because there are a big Latin comunity and give you more views and support, I personally watch your video tutorial because are helpful
I am trying get landing gear to work. my question is, i have an object and both sides are A and B. I need to make side B to stay in place while side A moves up and down. How do I get side A to move up with side B stays in place.
I was wondering why you rotate the eye ctrl with aim constraint but not use the parent constraint. Will it better to translate the Ctrl under the aim constraint?
I was wondering if you could help me with some questions. Will I be possible with live help as I am a beginner. By joining will I be able to get that help. Thx
The joints I created won't rotate, don't know why, the rotation value does change, but the joints doesn't seem to rotate at all. Only when I'm in the component mode, and try to rotate the rotation axis will the joints rotate, but along with their axis. Even if I use the connection editor to connect the rotation properties to a controller, the joints will still not rotate, and I've tried this with brand new file project, does anyone happen to know the answer?
What do you do when you connect the circle to the joint and the circle rotates but the joint doesn't rotate at all when the circle rotates, even when you try rotating the joint by itself. It did work when connecting in the Node Editor or using the Connection Editor. I'm using Maya 2018.
@@antCGi And Idk why, but whenever i create a joint. The joint does not rotate when rotating the rotation tool. it stays static while the tool rotate. I've even reset the rotation tools settings.
Mighty Hands Animation are there rotation limits on the joints? Are the rotate attributes locked? Just throwing ideas at you...are you rotating in object space?
@@antCGi None of those, I've close Maya and created a joint and all i can do is move it and scale the radius but when rotating the rotation tool rotates but the join stays in place.
Hello, when I do an Orient Constraint of an object to a locator I can make it turn fine but only on his original position, if I translate the object and after that I translate the locator (so far this is what I want) I can not rotate any more on his one axis, the rotation is diferent
javier monto I’m struggling to figure out what you need. So...you have a group which you want to rotate with the character, but the groups pivot stay with the character? Why don’t you try a Parent Constraint but just use the Rotate attributes? So don’t use an orient constraint.
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 🐜
1:28 Create control object
1:46 Change Object 3D viewport color (Drawing Overrides)
2:30 Why we need control object (translate reset problem on Joints)
3:57 Attribute connection (connect Joint's parameter to Control Object)
----------- Connection Editor -------------
4:08 Connection Editor: how to use
5:45 Connection types show On/Off
6:00 Show Non-Keyable connections (+ show other Keyable)
----------- Node Editor ----------------------
7:40 Create Connection Nodes
8:06 Delete Node
8:27 Open Node's attribute
11:00 Problem of connection
12:00 Mention to use Utility Node to fix connection problem (detail in later video)
----------- Constrains ------------------------
13:00 About Constrains
13:44 Parent Control
14:07 about Maintain Offset
18:15 Point Control (affect only Translations and what is the advantage about)
20:30 Orient Control (affect only Rotations)
21:33 Scale Control
22:40 More than one Control on the Joint (Joints control Joint)
-
26:09 Aim Control
27:19 Aim Constrain Op
tions
28:40 Edit Aim Constrain in Attribute Editor (change Aim Vector and Up Vector of the Constrain)
32:46 Aim Constrain problem (Axes flip)
34:12 Fixing the Axes flip issue (Attribute Editor -> World Up Type)
35:41 World Up Type: Object Up
39:36 Next issue: Locator move twisting the Axes
40:06 World Up Type: Object Rotation Up (fix the twisting issue)
If I forget something easier to find ;)
Thank you so much for the notes❤️❤️❤️❤️. I just love it. It's help me a lot to understand ❤️❤️❤️❤️❤️
Not all heroes wear capes
you legend !
I have a good experience in rigging, I wish man seriously if you had these some years back, i would have save me from so much headache all the videos in the series are really good they got some stuff which no one will find in any tutorial! hats off man!!, though I knew almost all the things which were in here but most of them I learnt from experience and problems great work!
absolutely amazing!! my academy in my region they never tought me about the vector setup and its behavior like this. you are the best teacher.
Yours lessens rig is best I have'd ever seen
Thanks!
non't his teachens me becomes big boy, now ams understood
I'm glad this kind of tuts are out there. Thanks! Natural and clear description about what tools for and how to use them. And ofc issue solving! :)
I'm just starting and these videos are the best I ever found. everything explained perfectly, the cave at not just mentioned but precisely explained too, thumb up twice if I could do that.
Great series! Rigging is the one area where I don't have much experience, so these videos are amazing and really helping me to set up a character I'm doing for a personal project.
Man, you have a natural talent in teaching, your're awesome! I watched a few paid rigging courses from many great artists, but the way you teach things is just logical for people who have no or little idea about rigging, its truly amazing!! Thank you
Thanks 😊
Your videos are fantastic! This is the first time I'm actually starting to understand anything about rigging at all. Thank you very much for your hard work!
Wow, very cool!
You’re really good on explaining each function in depth, it help for the person like me with not much understanding on rigging
man i wish you were my teacher for my school.. you explain why things are like this and that.. it helps me understand rigging better
thank you!
best game rig tutorial in Maya ever, well done!
I don't have much money now.. but when I'll become best animator ever.. I'm gona send you all my milions. Or maybe a part of them ;)
Thx
Thanks!!! I look forward to you finding my retirement 😁
I'm glad this kind of tuts are out there. Thanks!
Thank you so much for this!! These are the best lessons I could ever want to learn how rigging works! I will be eternally grateful!!
The best of all times, thank you Ant CGI, cheers from Argentina.
Like, comment and Suscribed!
Llevo varios años que estudie animación 3d y video juegos, Por aquí por españa por lo que he visto o por donde me formaron a mi no explican las cosas esas de la manera en la que lo ha hecho usted, hay muchas cosas que nos las han enseñado por inercia ( que al fin y al cabo no se lo que hacen ) y el constraint de aim es uno de mucho... jajaja he tenido que verlo dos veces por que no se idiomas. La cuestión es que a encantado el video, y los primeros y he aprendido muchas cosas que ni los profesores que he tenido han sabido para lo que era. Seguiré viendo todos los vides un saludo, son ecpectaculares
I have a playlist called "Rigging" and now it's just filled with your videos. Thanks:)
Glad you like them!
@@antCGi what u taught in these fundamental videos I don't have to worry if I don't remember somethings because you'll probably repeat it in the biped rigging tutorial right?
Thank you so much for this series of rigging class. I must say that how you describe every small details it's awesome man . Thank you once again.
I just started teaching myself how to use Maya a couple of days ago. I've been using blender for a few months and became very familiar with it. The way you calmly and simply explain everything is gold dude. This is seriously clearing up so much confusion when trying to learn. Really appreciate it.
Hi, thanks for commenting! I'm so glad these videos are helping :)
I dive back into rigging to learn more skills and have better render than T-pose for my character.
And seriously, thank you for these courses.
This was a great video! I usually deal with contraints while animating but now I have a better grasp of attributes I completely ignored. Thanks you so much for making videos like this, truly appreciated!
thank you so much for your tutorials am still in school and taking this course is the best decision I've made
Thank you sir for this wonderful tutorial 😊
High quality content
Thank you for this tutorial ! Very helpful !
Best anim tutors I've seen . Thanks
Great lesson 🙏🏽💯
really good, can't wait to see the custom controls tutorial
Thank you for these videos !
You are awesome man, thank you very much!
You are a good teacher...
Very useful man. Thank you.
I learned a lot of stuff from your videos. Thank you very much, sir. ❤❤
Thank you! 🙏🏻 ❤️
Yes! Loving the videos!
Thanks!
Hi! Thank you very much for your tutorials! The course is really informative and helpful. The way you explain and show everything is easy to understand, so you have a teaching talent :)
About the "head spin" confusion with the object up vector axes (41:17), if I understand correctly, it is exactly how you describe and the up vector axes should match, but the problem ("experimenting") was caused again by the offset (that the eye joins don't point perfectly at the locators before applying the constraints): I assume that apart from offset in vertical plane there's a tiny offset in horizontal plane (meaning that locators are probably closer/farter apart from each other than eye joints from each other).
Hey Bud! It's been a while; hope all is well. Okay, so I have two challenges of which I tried several things and can't solve. I have a 95% completed character all rigged, skinned, weighted, etc. Works swimmingly mostly. Here's the first challenge. I have a belt which is skinned and weighted. I copied the weights from the model onto said belt so that the belt moves in accordance with the body. There's slight distortion in the belt on body deformation which is to be expected. I don't care about that as it's very minimal. However, there are a couple of buckles that should be attached to said belt. I've tried doing the above, parenting to the waist joint, doing a point on poly, etc. No matter what I do, the buckles either deform or don't move with the body. I've scoured the web but can't find anything to work this out. Any outside the box ideas? Okay, second challenge. I have several other separate items connected to the body by either parenting to joints that move and are close to the object or with locators (if they need SDKs). Problem is that by using this approach, I get interpenetration (I think that's the term) with the items and body mesh on certain deformations. Again, tried to scour the web and found nothing. I looked into nconstraints but I think that may only work when animating if it is the right way to even eliminate the issue. I'd also like to see if when in the viewport. Any ideas? Sorry, I know this is a big ask.
Hi George! Did you try parenting (better using constraint) to a control instead of a joint? Is it a game rig, or pruducrion/feature film rig for pre-rendered animation? You could also copy skinning to the buttons/buckles/other elements from the object they shoud be sitting on (like you've described with the belt), but to avoid deformation and stretching you can Copy Vertex Weight from the attachment/middle vertex and Paste Vertex Weight to all vertices of that buckle/button/etc, so they don't deform, meaning their proportions stay the same, but they can scale down a litle bit if the value uses more then one influence (can be checked in the Component Editor, as you certainly already know). It's not an ideal solution, but can work in some cases, espatially in game rigs (esp. mobile games) where you have tight joints budget.
AMAZING tutorial. The problem in the minute 33.09 doesn't happen in 2022 version anymore. THANKS A LOT!
fantastic it really helped me out
It really helpful
u're awesome man !
great video can you show how the jiggle deformer on characters work with a full ik body attached please
Plz ANt! read the comment above!! if possible others deformers too!
Thanks for the video! Very useful and your way of teaching is so good! Very easy to follow along and very informative :)
I'm pretty new to the connection editor and have only ever used nodes in Maya when using Hypershade to make fairly basic materials, so all of this is pretty new to me haha. I always just used constraints for things.
One issue I'm trying to get around at the moment is using the rotations of one object to control the translations of another. For example, I have used the connection editor to make the X Rotations of Object 1 control the X Translation of Object 2. I found that this kind of works as I intended it to do, but the rotation seems to move the translation a bit too fast/too much. Is there any way of changing the amount that the rotation affects the translation value? So let's say I rotate a NURBS Curve {Object 1} by 90 degrees and the X Translation of Object 2 is increased by a value of 90. I might want to still rotate Object 1 by 90 BUT the translation of Object 2 doesn't translate by 90. Maybe I want the translation to only be a third (1/3) of that (30.) Is there a way to divide the value of the rotation before the final input of the translation? I can't really find any way to do it.
Sorry if this is hard to explain haha. It's hard to explain things in words when I'm used to just seeing them visually, but I hope I managed to get my question across without making it too confusing :)
Hi! I demonstrate this is my other videos, but using a multiplyDivide node will let you adjust how much the translation effects the rotation and vice versa.
@@antCGi Thank you so much!
Man. So intersting but long . Nice job anyway.
25:58 bbox right here!
Thanks for the great tutorial. Quick question: When I move the controllers based on object up (having all set up the way you have), one eye has its start tilting its its X and Z axis and the other just jumps X axis at half point just like with Vector orientation. Any idea why?
Edit: After cleaning up some weird offset values in the constraints the tilting is gone, but the X axis still jumps 180 at the mid-point just like with vector orientation.
Can you upload some more info to the Discord channel?
Thank you !
you should also put subtitles in spanish because there are a big Latin comunity and give you more views and support, I personally watch your video tutorial because are helpful
Thank you
This is how all the teachers supposed to be
Quick question, do both the control and joint rotation axis need to match? If yes how do you match it?
They do and I demonstrate this a few times later in the series 👍😁
For making the blend between IK or FK I use blend color node I wonder if a game engine like unreal will understand that node?
Please sir make a face ringing. Video on maya
Even thou your eye was slightly pointing up, the reference up axis was still the same, strange that the eye x axis was getting flipped no?
I am trying get landing gear to work. my question is, i have an object and both sides are A and B. I need to make side B to stay in place while side A moves up and down. How do I get side A to move up with side B stays in place.
I was wondering why you rotate the eye ctrl with aim constraint but not use the parent constraint.
Will it better to translate the Ctrl under the aim constraint?
I was wondering if you could help me with some questions. Will I be possible with live help as I am a beginner. By joining will I be able to get that help. Thx
sir,we should parent the eye blind first ? in my scene file eye blind is not turning to Y-Axis
The joints I created won't rotate, don't know why, the rotation value does change, but the joints doesn't seem to rotate at all. Only when I'm in the component mode, and try to rotate the rotation axis will the joints rotate, but along with their axis. Even if I use the connection editor to connect the rotation properties to a controller, the joints will still not rotate, and I've tried this with brand new file project, does anyone happen to know the answer?
No chapters?
May i know why avoiding the coordinate flipping is needed? Is it because it will cause disorientation issue when importing to game engines?
Do you mean having minus values?
Hi would you recommend using advance skeleton for your model?
If your happy using it then yes. I find that clients prefer custom rigs, so it’s still a good idea to know how to build one from scratch.
What version of Maya you are using
Hi, Maya 2019 or 2020 depending on when I recorded the video.
What do you do when you connect the circle to the joint and the circle rotates but the joint doesn't rotate at all when the circle rotates, even when you try rotating the joint by itself. It did work when connecting in the Node Editor or using the Connection Editor. I'm using Maya 2018.
Are you using direct connections, rotate to rotate?
@@antCGi Yes I'am.
@@antCGi And Idk why, but whenever i create a joint. The joint does not rotate when rotating the rotation tool. it stays static while the tool rotate. I've even reset the rotation tools settings.
Mighty Hands Animation are there rotation limits on the joints? Are the rotate attributes locked? Just throwing ideas at you...are you rotating in object space?
@@antCGi None of those, I've close Maya and created a joint and all i can do is move it and scale the radius but when rotating the rotation tool rotates but the join stays in place.
I love your explanations. But the last 10 min were very heavy and difficult to follow. I understood the constraints well though.
Hello, when I do an Orient Constraint of an object to a locator I can make it turn fine but only on his original position, if I translate the object and after that I translate the locator (so far this is what I want) I can not rotate any more on his one axis, the rotation is diferent
Hi! Are you using Maintain Offset?
javier monto so you need the group to move and rotate? Have you tried Parent Constraint instead?
javier monto I’m struggling to figure out what you need. So...you have a group which you want to rotate with the character, but the groups pivot stay with the character? Why don’t you try a Parent Constraint but just use the Rotate attributes? So don’t use an orient constraint.
Use gambol lock and you rotade pivot any axes
But how if the eyes is non spherical .. how do we do
Create the rig on a spherical eye and then use a lattice deformer afterwards to reshape the eye.
@@antCGi can you make tutorial for this.. thanks in advance
my poor poor brain
thank you