Skirt Control

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  • Опубліковано 3 жов 2024
  • Skirt Control covers the basic setup for creating a set of floating influences, which will respond to leg deformations, displacing the skirt in kind. The setup is based on principles used in the creation of a ribbon or Ik Spline setup (15min).
    If you're looking for more tips and lessons, have a look at my growing list of rigging guides, developed for iBooks and for other ebook readers...
    iBooks - itunes.apple.co...
    Kindle Format - goo.gl/V4o5w9

КОМЕНТАРІ • 49

  • @legoman7261
    @legoman7261 9 років тому +1

    Thankyou! I have been waiting to find a tutorial like this!:)

    • @3dmjp
      @3dmjp  9 років тому

      legoman7261
      Happy to be of assistance...

  • @3dmjp
    @3dmjp  9 років тому +3

    +Kingstone Lorenzo
    There's no need to assign the curves to a global move group, because they should be bound to the joints and already move with the rig, if done according to the lesson.

  • @tabby22lay
    @tabby22lay 4 роки тому +3

    When mentioning the Trench coat idea for the mesh, this rig also works you say. But the torso of the trench coat need separating from the part that is dangling near the legs or can this work as one whole mesh. i.e. the entire coat is one whoel mesh not cut into two

  • @allanramos6855
    @allanramos6855 3 роки тому

    Just amazing! Thanks you!

  • @madtwist2364
    @madtwist2364 Рік тому

    This is useful, but I get a problem with the skirt joints' rotations, which don't always follow the curve. The skirt geo then ends up "bent" along the joint's rotations (usually facing down), no matter the skin weights or the way the curve deforms.

  • @Astronet2030
    @Astronet2030 6 років тому +4

    Hi. this is so useful thanks. Although I have no idea what you were talking about 70% of the time because i have no Maya background, I am more than certain I can reproduce this in Blender. do you mind if I make a tutorial out of it as well?

    • @3dmjp
      @3dmjp  6 років тому +2

      Godwin Jimoh
      feel free...

    • @Astronet2030
      @Astronet2030 6 років тому

      awesome! thanks

  • @Enotsgnik
    @Enotsgnik 9 років тому +1

    awesome tutorial. I got everything to work but I am having one problem. Where would I put the nurb circles in the GlobalMove group?

  • @ayleonstah
    @ayleonstah 4 роки тому +1

    muy buena solución :D

  • @maestroassassin
    @maestroassassin 6 років тому +2

    nice tutorial it's of great help, how can I scale my model with the control root? because I tried put my curves and grups inside it but not scale my model at the same time as my body. I'm new doing rigg. (sorry for my bad english )

    • @3dmjp
      @3dmjp  6 років тому +1

      Keep in mind that binding the curves to the leg joints means that they will follow and scale with the leg joints. There is no need to add them to any hierarchy nor any other control to scale with the model. They should do so naturally. However, the topmost groups, joints, or controls which are riding the motion path should be added to group and that group scale constrained to scale relative to the master scale of your rig, whichever object will be used to scale the rig.

    • @maestroassassin
      @maestroassassin 6 років тому

      ho, thank you very much, I was able to fix it

  • @macha552
    @macha552 9 років тому +1

    great tutorial. just faced a problem. the group of joints attached to the curve has incoming input on its orientation. so when i skin bind the curve from the thigh joints, the groups only give me translation as the curve is deformed, the rotations remain fixed and getting undesired deformation. please help

    • @3dmjp
      @3dmjp  9 років тому +1

      macha tomba
      Remember that each joint should be contained within its own anchor group. That group should be attached to the path, leaving the joint completely free. If the path groups are yielding unwanted deformation relative to the curve deformation, it could be an option on the mopath nodes (disable follow for each). Other than that, it comes down to good skin weights. The leg joints drive the curve paths, the curves control the joint groups, which contain the joints, that drive the skirt. So layers of control, with layers of unique options to tweak.

  • @ayersjrmichael
    @ayersjrmichael 5 років тому

    I’m getting this double transformation on the skirt when I move the master control of the rig. Any advice on how to fix this problem?

  • @clareswift604
    @clareswift604 9 років тому

    Thank you

    • @3dmjp
      @3dmjp  9 років тому

      clare swift
      Always happy to oblige...

  • @harshitprajapati2563
    @harshitprajapati2563 3 роки тому +1

    in my case joints get rotate and position issue at XYZ axis with curves, so mesh gets improper shape
    please can anyone give idea how to solve that

    • @3dmjp
      @3dmjp  3 роки тому

      Without a more detailed explanantion of the problem, it is quite difficult to suggest any one solution. Ultimately, the deformation will depend greatly on the number of joints, their position, and the weights assigned through weight painting. The setup is simple, but very specific in the order of creation.

    • @harshitprajapati2563
      @harshitprajapati2563 3 роки тому

      @@3dmjp Thanks for reply
      my issue get solved

  • @laurensb7136
    @laurensb7136 2 роки тому

    How to export this with for example with the "game exporter" out of Maya to a FBX, so that the skirt does the same thing in the FBX?

    • @3dmjp
      @3dmjp  2 роки тому

      FBX is a format maintained by Autodesk, so simply choosing it from Maya's export options is all that should be necessary. I use the normal Export, so I can't say whether the exporter supports FBX. For most game development projects I've done, I've always had to bake animation down to the joints, since many of Maya's rig components are not compatible. Joints, ikHandles, and often skin weights are easiest to preserve. Even if exporting FBX, for other apps, some elements will likely be expressed differently in another software, but they should still function.

  • @rammad27
    @rammad27 2 роки тому

    I get an error when I try to bind the curves to the leg joints. I'm using both 2022 and 2023; same error occurs.

    • @3dmjp
      @3dmjp  2 роки тому

      What's the error?

    • @rammad27
      @rammad27 2 роки тому

      @@3dmjp # Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pythonRunTimeCommand.mel line 15: RuntimeError: file C:\Program Files\Autodesk\Maya2022\Python37\lib\site-packages\maya\internal
      odes\skincluster\cmd_create.py line 202: Error occurred during execution of MEL script #

    • @rammad27
      @rammad27 2 роки тому

      @@3dmjp Also, I can't locate Smooth Bind on Maya 2022 or 2023. I've search for it and tried all the binding combinations with no luck.

    • @3dmjp
      @3dmjp  2 роки тому +1

      @@rammad27
      Well, "Smooth Bind" is what the command used to be called, but it was shortened to "Bind." I guess that might be confusing if new to rigging in Maya. Autodesk rearranges and renames things and have with each version. But skinning / binding curves to joints still works. So, sounds like you may be doing something wrong or there's an issue with your prefs or Maya install. Maybe contact Autodesk or if you have a lab tech handy, run it by them.
      Goodluck!

  • @Sockaa
    @Sockaa 7 років тому +2

    I Do not use Maya, I'm a student learning 3ds max atm, and I got this exact issue, Does anyone know a good guide or tutorial for this but in 3ds max?

  • @MrUmangpc
    @MrUmangpc 6 років тому

    This method is good. But I faced one issue and that is with the scaling of this thing. Can anyone help me with this? As soon as I scale this it acts wonky.

    • @3dmjp
      @3dmjp  6 років тому

      Lacking details of the setup you're using to scale, I can only assume that you forgot that the curves are being controlled by the leg joints, so if the joints scale, so will the curves. So, they do not need to be scaled directly. However, any groups containing joints or the joint within, not both, will have to be scaled. I hope that this makes sense or at least points you in the right direction.

    • @MrUmangpc
      @MrUmangpc 6 років тому

      All of my extra skirt joints and curves are outside the global controller in the outliner. Only the IK leg bones are inside that and are getting scaled down. The problem seems to get solved once I delete motionPath nodes from the joints group. But that breaks the whole point of doing this. I am facing issue with the motion path connected to the curves itself.

    • @3dmjp
      @3dmjp  6 років тому

      Umang Saxena
      You still haven't really explained what the problem is with the scaling of the working setup. Based on what little info you have provided, it may be the fact that you are not scaling the joints that ride the curve. As stated previously, the joints have to be associated with a global scale. The motion path nodes should never be touched beyond the initial setup.

  • @Carurah
    @Carurah 8 років тому

    Hi, I was wondering when a jointed rig is a better option to a skirt/dress than ncloth. I have a character with a frilled skirt.Thanks!!

    • @3dmjp
      @3dmjp  8 років тому

      +Carla N.
      There really is no such things a better. Whatever works for the intended performance is what's best. It generally depends on your need and preference. Creating cloth is simple enough, but controlling it isn't always a simple task, especially relative to animation applied to a character. With cloth, you also have to account for an create colliders and define dynamic responses to them. If you want and need that level of realism, then cloth is the way to go, but for very direct, simple, and specific control joints are a light and relatively simple solution.

    • @Carurah
      @Carurah 8 років тому +1

      Ok, I got it! Thank you :)

  • @YumBubble911
    @YumBubble911 7 років тому

    at 3:10 what is quick rename?

    • @3dmjp
      @3dmjp  7 років тому

      It's exactly what it sounds like, a quick way to rename selected objects. It's the top toolbar option shown in the video. I'm not sure what its official name is, but I call it the 'Quick Rename' tool, because it's quick and it renames things.

  • @munyreach3009
    @munyreach3009 6 років тому

    Does it work for game engine like Unity?

    • @3dmjp
      @3dmjp  6 років тому +2

      If Unity accepts motion paths, skinned curves, and joints, it should. If not, then no. I have not tried this in Unity, but Unity is pretty Maya friendly. If you try, please let me know.

    • @3dmjp
      @3dmjp  4 роки тому

      @Jyargurinsk Minicyzk Kopian Menias The Un-Beholden Son Of Deberiah Yrundheitl Massuvius Krasserr other than joints, the use of wire deformers or lattices can be used to control, but joints and refined skin weights can work very well, with proper tweaking and testing. This might include adding object rotation targets to automate mopath orient fixes. Much depends on workflow, practiced ability, and patience.

  • @jessicayu4364
    @jessicayu4364 7 років тому +2

    hi

    • @3dmjp
      @3dmjp  7 років тому +1

      Aloha, hello, hi...

    • @jessicayu4364
      @jessicayu4364 7 років тому +1

      i was watching this video in class and my teacher said he knew you.

    • @3dmjp
      @3dmjp  7 років тому +1

      Very likely, between working, teaching, and the occasional animation tech position, I've met, helped, and have worked with many people.

  • @matsumoto_9562
    @matsumoto_9562 5 років тому

    For the love of god just say SKIRT

  • @matsumoto_9562
    @matsumoto_9562 5 років тому

    I just wanted a skirt animation. Not an albert einstein class