General overview of AdvancedSkeleton

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  • Опубліковано 10 тра 2018
  • How to download, install and use AdvancedSkeleton.
    Rigging body, and face, and exporting to GameEngine
    Modelled by:Jonamar Palejo
    • Demo Reel
    jonamar.cgsociety.org/
    jon2777.artstation.com/
  • Наука та технологія

КОМЕНТАРІ • 61

  • @kyounokuma
    @kyounokuma 5 років тому +8

    This tutorial is brilliant! I learned so much about AS in this one lesson. You're doing the lords work, man. Thank you so much and keep going.

  • @thehandleiwantedwasntavailable
    @thehandleiwantedwasntavailable 4 роки тому +4

    So good to see this tool still being updated after so many years ( I first saw it in 2002 ). Nice work Oyvind! Funny to see that everything is still written in MEL too :)

  • @rossdanielart
    @rossdanielart 5 років тому +3

    This system is by far the best and easiest. You guys literally made a process that takes weeks into minutes

  • @eeveemikat
    @eeveemikat 6 років тому +1

    Thanks so much for the new tutorial it was getting hard to figure out which tutorial to watch because of all the updates

  • @JuanJC3D
    @JuanJC3D 2 роки тому

    Amazing, this is beyond amazing!

  • @onsokumaru4663
    @onsokumaru4663 Рік тому +1

    Mind blowing! Thanks a bunch.

  • @alexandrubalan22
    @alexandrubalan22 3 роки тому

    Love the tutorial! Thanks so much!

  • @obaaholuchukwu2152
    @obaaholuchukwu2152 Рік тому +1

    wow this is a great tool! i need to master this asap. Thanks for the explanation

  • @JonCG
    @JonCG 6 років тому

    Thanks Oyvind. nice update! love it

  • @anilponnaboina2570
    @anilponnaboina2570 6 років тому

    Thanks soo much for the new tutorial............ :)

  • @hotsauce7124
    @hotsauce7124 2 роки тому

    This is an AMAZING TOOL!!!!!!

  • @ramezmahdi1818
    @ramezmahdi1818 6 років тому

    You are amazing

  • @mrkunaman
    @mrkunaman 4 роки тому

    thats cool

  • @gvg0105
    @gvg0105 6 років тому +1

    when using extract all blendshapes appeared Must have one target set to "1", and the rest set to "0"

  • @Violentador83
    @Violentador83 4 роки тому +1

    Hi! Thanks for AS, I've been using it a lot this year, it's a really great tool! But I have a really nasty problem, trying to solve a curly cable rig, because once I made the ik to handle it, the joints rotate or twist in its X axis, destroying the form of the cable. I don't know what can i do! anyone have an idea? do I have to constrain the joint rotations? but from where? Thanks!

  • @davidmonteiro6822
    @davidmonteiro6822 6 років тому +2

    How is the workflow to load Mocap into advanced skeleton?

  • @TB-1927
    @TB-1927 Рік тому +1

    Hello I am studying Advanced Skeleton and I love it just one thing. Just recently I toggle to fix something on my character but after I finished fixing it and Rebuild the Advanced Skeleton someothing weird happen, I move the control of the hip and it didn't bind into the skin like I want it to do. Can you help? Please and thank you

  • @7_of_1
    @7_of_1 5 років тому

    MY specific question is this. I use a plugin to import daz models into Maya that rigs using the human IK rig. It works great and also imports all of the many face blend shapes as well that you can animate using the shape editor. What i want is to have a facial GUI rig for those blend shapes without me having to create all manally. Is it possible to use this to take a human IK rig and link the GUI controls to the existing blend shapes relatively easily? Hope that was clear enough.

  • @brianart7019
    @brianart7019 4 роки тому

    I have an asymmetric monster rig that I've set up and I need to add blend shapes to the monster head. These blend shapes are not facial animation (as in there's no eyes or mouth or standard human features) so the methods on applying and creating new blend shapes doesn't work because I can't select edge loops or vertices that define the necessary components of the face. So when I "build advancedface" it gives me errors. If I apply the blend shapes to the mesh directly (and not through advanced skeleton system) I lose the skin weighting. I've been scouring the internet on how to add basic (read: non-facial) blend shapes to an advanced skeleton rig but I can't for the life of me find anything specific to my problem. Please advise! Thank you, and thank you for the great tutorials and tools!

  • @mashasolohypnosishypnother4075
    @mashasolohypnosishypnother4075 3 роки тому

    Thank you for the tutorial. Where can I find a tutorial on muscular system in advanced skeleton?

  • @3rdpoly
    @3rdpoly 4 роки тому +1

    Is it possible to use Advanced Skeleton system to create a control rig for a Mixamo character?

  • @rob9999
    @rob9999 5 років тому

    Is it not possible to change the direction of the rig to be X Positive? It would be very helpful when importing characters into unreal instead of dealing with transforms upon import

  • @davidhallows2389
    @davidhallows2389 4 роки тому

    Using the picker and selecting 'all' to put a key on a pose puts a key on the main controller, but when I import to Unreal using the deformation system, it doesn't include the main controller which makes it break. Any ideas anyone?

  • @24enyo
    @24enyo 3 роки тому

    advanced skeleton is best rigging tools for maya !!!!!!! THANKS

  • @ruudygh
    @ruudygh 5 років тому

    can i use this on a pre-skin weighted skeleton? for example daz3d model, without losing its original weight?

  • @davidryatta701
    @davidryatta701 4 роки тому

    Not sure where to go for support but I can't get AS5 to run on Maya 2019.. I think its a problem with nesting toolbars, as I can't get other script that nest to run either, is there a version that works or do I have to remain in Maya 2018?.. anyone else encounter this?

  • @pembo101
    @pembo101 5 років тому

    Will I see any limitations using AdvancedSkeleton with MayaLT?

  • @paulinaslivkova4518
    @paulinaslivkova4518 5 років тому

    How do you create a game skeleton for a quadruped rig?

  • @mus_cetiner
    @mus_cetiner 6 років тому

    Nice tutorial. I would like to see the heirarchy of the meshes in outliner window . What would be the best heirarchy set up for the meshes for advanced skeleton?

    • @AerysBat
      @AerysBat 6 років тому +1

      Mus Cetiner Flat hierarchy is best. Everything in a single "geo" group at the origin, freeze transformations. You could add some additional empty groups to organize things but don't parent geometry under other geometry.

    • @mus_cetiner
      @mus_cetiner 6 років тому

      Aerys Bat thank you for that. I will give that a go.

  • @snowimayko659
    @snowimayko659 Рік тому +1

    Yo, I am using version known as 5.932, and I lack the option that creates a 'FitSkeleton' for a face ('Create Face FitSkeleton Node') in the 'Pre' tab section. Is it placed somewhere in one of the tab boxes?

    • @AdvancedSkeleton
      @AdvancedSkeleton  Рік тому

      The workflow has changed since the making of this video,
      For updated information, I suggest checking this video:
      ua-cam.com/video/2dja2ilVDtY/v-deo.html

  • @Vijay-wf9tz
    @Vijay-wf9tz 5 років тому

    thank you, how to pronunciation chart ?

  • @camiroquai
    @camiroquai 4 роки тому

    in the lates advance skeleton version ,the jaw of the face setup doenst works well.....the rotation is wrong

  • @t_ue4tang559
    @t_ue4tang559 6 років тому

    Why do we appear every eighth steps: no object matches name:jawcurve.

  • @yogibali2
    @yogibali2 6 років тому

    squint on eyelash won't work, great tutorial!

  • @laughinghyena21
    @laughinghyena21 6 років тому

    Thank you for this! Quick question, I am getting an error when I get to the lips: C:/Users/ME/Documents/maya/2016/scripts/AdvancedSkeleton5/AdvancedSkeleton5.mel line 13390: This command requires at least 1 argument to be specified or selected; found 0. //
    Also, when I click it again to build it, I get this error; elected geometry `LipLayer` is already connected to a skinCluster
    I'm not sure what this means, any suggestions?
    Thank you again!

    • @AerysBat
      @AerysBat 6 років тому

      laughinghyena21 The software's author is pretty strict about not offering technical support if you haven't purchased a license. When you run into errors like that where the build process is interrupted the only thing to do is reload the file, because the build process might leave all kinds of disarray. The first thing to do is switch to the face step builder which can help identify problems more easily. If that doesn't help, here are other steps:
      1) Try it again and alter your setup a bit to see if a different configuration works, place some locators at different places, maybe having a different object selected or deselect all before you run, etc...
      2) If you know MEL, follow the error message back into the source code to see if you can identify what's causing the error. If you jump back through a few function calls you can usually trace back where stuff is coming from. Most of the time the trail leads back to something you're doing wrong, not a bug in the code.
      3) Roll back to a previous version of advSkel which might work better for you. Version 4.350 with the old face setup is pretty solid.

  • @riley-yg2dv
    @riley-yg2dv Рік тому

    Excuse me, what happens in this video in 14:21, the controllers are not complete before. I have tried every icon.

  • @JHAMS38
    @JHAMS38 6 років тому

    I have an issue, at the end of the process of rigging a character, the file size always weights a lot?, like 100mb (for example) because when i use it, the animation and setting the rig is very slowly

    • @AerysBat
      @AerysBat 6 років тому

      julio huyhua a rigged character is a heavy piece of data by nature. For example, a skin cluster on a mesh with vertex count nPoints has (numPoints*numJoints) floating point numbers, so those are usually really large. So yeah it's pretty normal. There's an advanced skeleton feature for making proxy geo if you want something lighter to work with, it's in one of the other videos.
      If the size is really mysterious and you really need to figure it out, you can save your file as .ma and browse through it with a text editor and look for any big data blocks.

  • @de4th_the_kidd
    @de4th_the_kidd 3 місяці тому

    How do rig the head only

  • @thomase5286
    @thomase5286 2 роки тому

    yo can you add this to motion builder

  • @benz.1730
    @benz.1730 4 роки тому

    Mixamo compatibility??

  •  2 місяці тому

    it is compatible with maya 2024?

  • @kevinmwambi1621
    @kevinmwambi1621 4 роки тому

    😁😁😁😁😁😁😀😉amazing ,but mine wont bake the controls

  • @madsdai
    @madsdai 4 роки тому +1

    does anyone know how to use this with mixamo?

    • @24enyo
      @24enyo 3 роки тому +1

      MIXMAO IS BAD

  • @abdulkhalilsalik
    @abdulkhalilsalik 6 років тому

    nice tuto. thanks how to deal with mocap data target ?

    • @manojlogulic4234
      @manojlogulic4234 6 років тому

      Abdul Khalil Salik I'd like to know this as well, is there any option to retarget skeleton to use mixamo animation, they have simply script with his riging method which work well with fbx mockup animation. If you can somehow show us workflow how to mixamo fbx animation drive advanced skeleton rig that will be huge help, in new time editor then we can easily drive characters with mockup and make complex animation but using advanced skeleton riging system. Thank you for everything you do for us!!!

    • @swinny_
      @swinny_ 6 років тому +2

      I use both advanced skeleton and mixamo.
      To get mixamo/mocap data animations working correctly, use humanIK in maya.
      1) import your advanced skeleton fbx into mixamo with renamed bones to match the mixamo format. this way mixamo will no autorig your character.
      2) choose your animation and export.
      3) in maya, import your mixamo animations, setup a 'mixamo character' in humanIK, and your original character in humanIK. Then use the mixamo character as the source for your original character to drive animations.
      note - when making the mixamo character in humanIK, link up the bones. when setting up the original, link up the FK controls on the character. Then, when you are done with retargetting animation from mixamo to your original character, bake the animation to an animation layer, then you can add additional layers onto in your own layers to edit the animation.
      Hope this helps on your project.
      note for other mocap targets, same rule applies. just use that as a source instead of the mixamo character.
      happy rigging.

    • @manojlogulic4234
      @manojlogulic4234 6 років тому

      Swinny Hello, thank you very much for your reply. I use similar method to use mockap mixamo fbx animation with my character, i download mixamo autorig script, download T pose with my character without skinm from mixamo site, import skeleton in scene with character geometry, run script to autorig and make my own paint weight. Once that is done then i simple download from site animation i need for my scene, import it trough script to my character, bake animation to my controls, select all controls then open time editor import animation with selected, make override layer with all controls and adjust animation as i like, then simply export animation clip and use it in main project. That's how i solve it, but didn't know that mixamo site can read rigged advanced skeleton fbx and skip rigging part. Whenever i use fbx import mixamo return error message. It's real hard to make all this on our own, there is no tutorial who can show clean workflow with this process. Will be great if you can record your workflow with advanced skeleton rig and share with us if you have time of course , if you can't no problem, thanks anyway for reply and share your knowledge. Cheers! :)

    • @abdulkhalilsalik
      @abdulkhalilsalik 6 років тому

      Thank you very much with nice help

  • @tomasla9345
    @tomasla9345 4 роки тому

    love the tutorials and really like the ASkeleton BUT i F... hate the happy music.... sometimes this is soo hard i Feel the its mocking me

  • @FaithRage
    @FaithRage 4 роки тому

    is this plugin free?

    • @benz.1730
      @benz.1730 4 роки тому

      apps.autodesk.com/MAYA/en/Detail/Index?id=62613408649661561&appLang=en&os=Win64&autostart=true

  • @mr.buddytvshows8753
    @mr.buddytvshows8753 4 роки тому

    Please provide solution for this error.

  • @scorpion3d
    @scorpion3d 5 років тому +1

    Mate please stop doing tutorials, please hire someone who can properly do that. Serious you selling product, and cannot create a proper tutorial. OPEN at least.. Outliner for the beginning. whatever... in all tuts like a rabbit..

  • @izsaccsio
    @izsaccsio Рік тому

    i have this error and i dont know how to solve it
    AdvancedSkeleton.mel line 25303: No object matches name: lowerLipJoint0_R
    Someone can help me?