This was to the point. Thanks for the tutorial. Tools like these can save days, maybe even weeks or months of work. Rigging from scratch is a time consuming stuff even if you know the basics and you don't always have a professional rigger to help you out with the technicalities one runs into with advanced rigs and characters. It's also free for now and I hope it stays that way.
Thank you! I completely agree-saving time is crucial. Learning rigging is amazing, but there's only so much one person can tackle. Advanced Skeleton has been a game changer for me, and the fact that it’s free is incredible!
Cool video. Have you ever run into a problem where you're rotating the FK shoulder for example (the leg is the same problem), and it will rotate the knee and everything that follows, but not the shoulder itself? It's as if the shoulder is always oriented to the body. Or in the case of the legs, it would be like the upper leg (hip as it's called in AS) is always following the hip's (root) orientation. Hope this makes sense.
so you need absolutely perfect topology in your model. sometimes limbs doesnt bent the way i want it but with adding extra edge loops its working great
How did you fix the knees at 17:46? I have exactly the same issue with the locator being off to the side and needing them straight but it looks like you skipped the video to them being fixed and I didn't grasp what you meant in your explaination?
@@mycgtutor Cheers! I found a little check box called 'pole vector' that displays a big red triangle indicating the direction of the pole vector for the leg as you move the joint which is pretty useful!
First time using AdvancedSkeleton. . but wouldn't you want the joint for the eye to be in the middle of the eye rather than the back? So that the eyes rotates from the middle point (spins in place). Anyhow thanks for the tutorial. .very helpful!
I see what you mean, i know it needs to be front and back of the eye so it probably determines the center point based on that. Doesn’t matter though because when/if you do the face rig the eye from the body rig is replaced anyway!
I believe you can add blendshapes as long as the adjustments made don’t mess with the functionality of the rebuild (aka deleting sets that the build relies on or altering the hierarchy of objects/joints)
@@mycgtutor sorry but I hope u can help me with this quick question.. it is necesary to have the character with the mouth closed right? cause mine was with the mouth open and now I can't close it and all the expressions default created are kinda of weird....
I always model my character’s mouths slightly ajar for this reason. Not very open and not completely closed. I do find the some of default expressions to be rather odd occasionally, in spite of this. I like to create my own pose library after rigging so I can get my expressions just the way I want them!
@@mycgtutor thank you so much again for sharing your wisdom! I'll modify my character again to correct the mouth and do it again 😅 too much work but I guess that's the way we learn from our mistakes.
Sounds like a weighting issue to me, but it’s hard to know for sure without seeing the distortions. Give weight painting a try and see if that fixes it 🤞
This is an error during the build? Make sure you have all the vertices under “Fit” checked off/selected. Sometimes if I accidentally miss one I receive an error like that.
I get errors often too, unfortunately. Often times it helps to go back to your Geo scene and delete history and freeze transforms. Always read the error messages you receive as they hold the key to the solution!
Now I found my mistake, it on foldhead that I select edges line to make it, the correct one is select vertex only 3 points. I'm very happy that make it successful 😌. Have a nice day ^_^
This was to the point. Thanks for the tutorial. Tools like these can save days, maybe even weeks or months of work. Rigging from scratch is a time consuming stuff even if you know the basics and you don't always have a professional rigger to help you out with the technicalities one runs into with advanced rigs and characters. It's also free for now and I hope it stays that way.
Thank you! I completely agree-saving time is crucial. Learning rigging is amazing, but there's only so much one person can tackle. Advanced Skeleton has been a game changer for me, and the fact that it’s free is incredible!
@@mycgtutor Can you do a video on attaching new objects to existing rig like clothes, armour set and whatnot?
This is by far the best introduction to Advanced Skeleton I've found. Clear, concise, with a positive upbeat vibe. Thank you so much!
Thank you for the kind words! 🙂
This is how all tutors supposed to be... Beautiful explanations.. greetings from 🇮🇩
Thank you for the kind words!
Cool video. Have you ever run into a problem where you're rotating the FK shoulder for example (the leg is the same problem), and it will rotate the knee and everything that follows, but not the shoulder itself? It's as if the shoulder is always oriented to the body. Or in the case of the legs, it would be like the upper leg (hip as it's called in AS) is always following the hip's (root) orientation. Hope this makes sense.
so you need absolutely perfect topology in your model. sometimes limbs doesnt bent the way i want it but with adding extra edge loops its working great
This is a super great tutorial! Included some fun bits and shortcuts I didn't even know, so thank you so much for recording this!
Great awesome tutorial. Well simplified and straight to the point. Thanks.
Thank you!
Very nicely explained everything. thanks for this tutorial...Thanks.
Glad you liked it!
great tutorial and very concise, definitely helped me getting to know the plugin more!
Glad to hear it!
How did you fix the knees at 17:46? I have exactly the same issue with the locator being off to the side and needing them straight but it looks like you skipped the video to them being fixed and I didn't grasp what you meant in your explaination?
I had to go back to the prebuild scene, reposition the joint a little, build the skeleton and skin the character again. Hope this helps!
@@mycgtutor Cheers! I found a little check box called 'pole vector' that displays a big red triangle indicating the direction of the pole vector for the leg as you move the joint which is pretty useful!
First time using AdvancedSkeleton. . but wouldn't you want the joint for the eye to be in the middle of the eye rather than the back? So that the eyes rotates from the middle point (spins in place). Anyhow thanks for the tutorial. .very helpful!
I see what you mean, i know it needs to be front and back of the eye so it probably determines the center point based on that. Doesn’t matter though because when/if you do the face rig the eye from the body rig is replaced anyway!
Helpful tutorials. Great.
thanks for great tutorial
how can I transfer animations between different biped rigs ?
I tried studio library and Time editor but I did not succeed
thank you so much!
Thank you for this. I like how you explain what you do on screen. Have you tried to rig a "rope" in Advanced Skeleton?
I haven’t yet but I’d like to try!
How do I fix the eyeball that got out from the eye socket every time I turn it left and right? I cannot select the eyeball.
thanks. it's very helpful.
Awesome tutorial!! So helpful!! I just have a question....is there a way to add blendshapes to the face as well?
I believe you can add blendshapes as long as the adjustments made don’t mess with the functionality of the rebuild (aka deleting sets that the build relies on or altering the hierarchy of objects/joints)
@@mycgtutor thank u for replying! Awesome, I'll give it a try!
@@mycgtutor sorry but I hope u can help me with this quick question.. it is necesary to have the character with the mouth closed right? cause mine was with the mouth open and now I can't close it and all the expressions default created are kinda of weird....
I always model my character’s mouths slightly ajar for this reason. Not very open and not completely closed. I do find the some of default expressions to be rather odd occasionally, in spite of this. I like to create my own pose library after rigging so I can get my expressions just the way I want them!
@@mycgtutor thank you so much again for sharing your wisdom! I'll modify my character again to correct the mouth and do it again 😅 too much work but I guess that's the way we learn from our mistakes.
Hi, I'm getting outfit related distortions when I walk the character. What should I do to make the body and clothes become whole?
Sounds like a weighting issue to me, but it’s hard to know for sure without seeing the distortions. Give weight painting a try and see if that fixes it 🤞
I have a question, when I doing my model's face, til the lip step, it has error
"No object matches name: UpperLipJoint4_L"
What should I do? :((
This is an error during the build? Make sure you have all the vertices under “Fit” checked off/selected. Sometimes if I accidentally miss one I receive an error like that.
nice tutorial, I'm a beginner with this plug in and I got success only one time. I error step 8 every time, I don't know why. T_T
I get errors often too, unfortunately. Often times it helps to go back to your Geo scene and delete history and freeze transforms. Always read the error messages you receive as they hold the key to the solution!
Now I found my mistake, it on foldhead that I select edges line to make it, the correct one is select vertex only 3 points. I'm very happy that make it successful 😌. Have a nice day ^_^
Great tute, unfortunately, Maya 2024 has issues :(
p̲r̲o̲m̲o̲s̲m̲ 💖
Did u just mis gender her 🤣🤣🤣😁