thank you for the quality tutorial, 47:50 in this part about re-skinning the Geo, is it possible to connect the chest bone "x rotation" to the controller "x rotation"? if it is practical then the result would be faster and easier.. what do you think!
Thanks for watching! Tbh, so long as you are familiar with the local orientations of both your joint and your controllers, it should be possible to do that. If they are out of sync, then you will have to connect them in a way that aligns the rotations of the joint with the controller. How that makes sense! When rigging in maya, how you set up your joint orientations at the start, affects the entire rigging process going forward. Basically, it's a good idea to plan things ahead.
Very cool tutorial. Quick question before I start. With a 3 skeleton setup (IK, FK, Base), which one would you would you work on since this is kind of a mix between the two?
@@Dikko Thank you for the answer. This is just a pet project for me as this work is not my career (multi-media designer by trade). So I'm just learning Maya (I come from C4D). Anyway, I'll be the one animating and since I can't do an FK/IK match, it's not likely I would even be switching. Thanks again!!
@@Dikko Unfortunately, this can't be fully done on a 3 skeleton setup. It's okay until you get to the reskinning part and then it messes up skin weights. My weights were already set up on my root skeleton. But I followed your tutorial using my IK skeleton. To have to reselect my root skeleton plus my mesh plus the three middle joints on the IK skeleton throws the imported weights off. Bummer. You might want to mention this shortcoming before you start the tutorial.
@@Drew-bq8po ah I think I misinterpreted your question then. I thought you were referring to animation. I always skin my mesh using the root/deformation/bind joints (whatever you prefer to name them as) the fk and ik joints are purely used as a mechanical support for driving the deformation joints. If I ever do newer Maya videos I'll be sure to emphasise that more
@@Dikko Ah, yeah. Okay, so just to be clear. Let's say in your video above, you had the three skeletons. The one that you're using for the tutorial is the root/def/bind, not the ik. In other words, the controls for the spine are connected to the root skeleton. Is that correct?
It's a shame this doesn't have more views. I found this video extremely helpful. Thank you for a good and straight-forward tutorial.
No worries glad you found it useful!
This is sooooo helpful! TYSM!!!
hi does this tuto work for the unreal engine 5 export ? Thanks for the video !
Technically yes, but you may need to bake down your animation to joints before exporting as fbx (so have a backup file!!!’)
thank you for the quality tutorial, 47:50 in this part about re-skinning the Geo, is it possible to connect the chest bone "x rotation" to the controller "x rotation"? if it is practical then the result would be faster and easier.. what do you think!
Thanks for watching! Tbh, so long as you are familiar with the local orientations of both your joint and your controllers, it should be possible to do that. If they are out of sync, then you will have to connect them in a way that aligns the rotations of the joint with the controller. How that makes sense! When rigging in maya, how you set up your joint orientations at the start, affects the entire rigging process going forward. Basically, it's a good idea to plan things ahead.
@@Dikko absolutely, thank you for the quality time you've put in the video, keep sharing and thank you
Very cool tutorial. Quick question before I start. With a 3 skeleton setup (IK, FK, Base), which one would you would you work on since this is kind of a mix between the two?
It depends on who's animating it, but I personally prefer to work in ik for most cases.
@@Dikko Thank you for the answer. This is just a pet project for me as this work is not my career (multi-media designer by trade). So I'm just learning Maya (I come from C4D). Anyway, I'll be the one animating and since I can't do an FK/IK match, it's not likely I would even be switching. Thanks again!!
@@Dikko Unfortunately, this can't be fully done on a 3 skeleton setup. It's okay until you get to the reskinning part and then it messes up skin weights. My weights were already set up on my root skeleton. But I followed your tutorial using my IK skeleton. To have to reselect my root skeleton plus my mesh plus the three middle joints on the IK skeleton throws the imported weights off. Bummer. You might want to mention this shortcoming before you start the tutorial.
@@Drew-bq8po ah I think I misinterpreted your question then. I thought you were referring to animation. I always skin my mesh using the root/deformation/bind joints (whatever you prefer to name them as) the fk and ik joints are purely used as a mechanical support for driving the deformation joints. If I ever do newer Maya videos I'll be sure to emphasise that more
@@Dikko Ah, yeah. Okay, so just to be clear. Let's say in your video above, you had the three skeletons. The one that you're using for the tutorial is the root/def/bind, not the ik. In other words, the controls for the spine are connected to the root skeleton. Is that correct?