I´ve been driving crazy trying to find an easy and simple tutorial of how to Rig a mechanical arm! after wasting so much time I finally found this one, and It helped me a LOT!!! finally something easy and understandable!!!! amazing!!! thank you!!!!
Thanks sr, I like how you explain and hoy easy it is to understand, I hope you continue to uploading videos of more rigging objects and animations, It would help me a lot! greetings from Mexico
Yes, I would parent instead of binding anything that is not meant to bend or deform. Like in a character head I would bind the head mesh but parent eyeballs and teeth. Parenting (or using constraints) is simpler and it can even make your scene play back smoother.
This is a really good tutorial! Ive had a bit of trouble on the IK handle section, it keeps comming up with '// Error: No valid items were selected. Must be joints, effectors, or nurbs curves.' and I haven't found any info on how to fix it. Is there a fix for this?
Not sure, but make sure that when you have selected the IK Handle tool you click on joints. It may be easier to do in the persp view than in side or front view.
Skinning is good for objects that bend or stretch, but it's a more complicated approach and can even slow down playback. Solid objects like these don't need it.
@@artSqoolType I'm not the same guy but I have the same issue - parenting or binding skin doesn't make them move, just the joints.. i should note that this is using 1 object rather than multiple
For example, I want to limit the rotation of the head of that desk lamp or if I pull it down it will not go beyond the base stand. Something like that. Because I saw some videos using a sider control with min and max value. May be it’s just the same?
You can give attributes min/max limits in Attribute Editor, but it's a simple value limit, for making the lamp head not go beyond the base would need a more complex setup. Generally I don't do this as I may be limiting the animation in some cases by such setup.
Joint4 becomes obsolete in this simplified example. Usually I would orient constraint joint4 to the head control (instead of movng the objects into head control).
teemuAuersaloDotCom I got it working! I tried shift select a few times but it was selecting more than just the IKHandle; it was selecting the lampshade and bulb. I ended up realising to select it I had to use CTRL-Select. Thank you!
I´ve been driving crazy trying to find an easy and simple tutorial of how to Rig a mechanical arm! after wasting so much time I finally found this one, and It helped me a LOT!!! finally something easy and understandable!!!! amazing!!! thank you!!!!
Rigging seems very difficult to me, but your tutorial helped me a lot! I appreciate it with all my heart :)
Great vid!
*crosses fingers to await possibly future, advanced rigging videos*
Thanks sr, I like how you explain and hoy easy it is to understand, I hope you continue to uploading videos of more rigging objects and animations, It would help me a lot! greetings from Mexico
Thank you sir, I really appreciate you clearly putting the hotkeys in too. That made things much simpler!
Thank you very much! If not have this tutorial,I can't finish my Maya homework!thanks
super useful and clear thanks helped a lot for my project
very nice idea and clear explanation. and calm voice too !! thanks
thats superb Sir ,,,Very nice tutorial
I loved this tutorial! Thank you!
Thank you so much for this tutorial, all working very well...thank you!
Short and to the point. Thanks.
Very useful tutorial for beginners thanks a lot
Is there an advantage to parenting the mesh to the joints instead of skinning (smooth bind) in this particular example ?
Yes, I would parent instead of binding anything that is not meant to bend or deform. Like in a character head I would bind the head mesh but parent eyeballs and teeth. Parenting (or using constraints) is simpler and it can even make your scene play back smoother.
Best tutorial ever!!!
Great tutorial, thank you!
Well I feel very dumb now, it was that simple to do this.
Thank you for the tut and your clear english! :)
Is it best practice to Always (In every case) Freeze Transformations/Delete History once you've finished modeling and moving onto rigging?
Delete History yes, Freeze Transformations in almost every case!
Good tutorial to learn maya and English hahaha :) Thank you
This is a really good tutorial! Ive had a bit of trouble on the IK handle section, it keeps comming up with '// Error: No valid items were selected. Must be joints, effectors, or nurbs curves.' and I haven't found any info on how to fix it. Is there a fix for this?
Not sure, but make sure that when you have selected the IK Handle tool you click on joints. It may be easier to do in the persp view than in side or front view.
yah it,s very brief and useful lesson .. I'm very grateful to you.
Can I use this to rig a spring, with a hook on the tip, that can also be rig?
The springs would require a more complicated setup, I needed to keep this one simple!
why didnt you used skinning process instead of parenting joint directly to object?
Skinning is good for objects that bend or stretch, but it's a more complicated approach and can even slow down playback. Solid objects like these don't need it.
Thank you so much for the video it's help me lot
Just what I needed, ta.
Fantastic! Thank you so much!
how do you select objects with joints like i cant do that?
thank you, bro :)
Thank you very much sir 🙂😍
Sir where I get this file of lamp?
Unfortunately you'll just have to make it :)
Hi! so like i made the joints like on the tutorial on my model, but when i select them only the joints move and not the whole object
Hi, did you parent the pieces of the model to the joints?
@@artSqoolType I'm not the same guy but I have the same issue - parenting or binding skin doesn't make them move, just the joints.. i should note that this is using 1 object rather than multiple
It's hard to say why it's not working. Are you sure you parented in the right order: select object, shift-select joint and press P ?
How do you limit the transformation of those circles of you parent the joints and ik?
What would you like to limit?
For example, I want to limit the rotation of the head of that desk lamp or if I pull it down it will not go beyond the base stand. Something like that. Because I saw some videos using a sider control with min and max value. May be it’s just the same?
You can give attributes min/max limits in Attribute Editor, but it's a simple value limit, for making the lamp head not go beyond the base would need a more complex setup. Generally I don't do this as I may be limiting the animation in some cases by such setup.
@@artSqoolType Thanks... I learned in this tutorial...
tthhhaaaankkkk yyooouu :D helped so much
Thanks for the help!
Being new in maya, I would've probably chosen parent constraint rather than directly parenting the object to the joints.
I'm keeping things simple by directly parenting. Parent Constraint is a more refined way and can be better for a more complicated rig.
What to do with Joint 4.?
We unparent it when we moved all head parts into head controls.?
Joint4 becomes obsolete in this simplified example. Usually I would orient constraint joint4 to the head control (instead of movng the objects into head control).
thank you so much sir ........
thank you so much!
Thanks, very good
very nice......love it
Thank you!
When I attempt to link the twist target and the ikHandle, it gives me an error code that the twist target is not valid. What do I do?
Did you first select twist target, then shift-select ikHandle?
teemuAuersaloDotCom I got it working! I tried shift select a few times but it was selecting more than just the IKHandle; it was selecting the lampshade and bulb. I ended up realising to select it I had to use CTRL-Select. Thank you!
Great. It can be confusing: in the Outliner you would ctrl-select, in the viewport shift-select.
Cool!
perfect
El examen de Chuy en LAD x)