Maya Face Rigging is Easy Now! (Extended Accurig/Advanced Skeleton Tutorial)
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- Опубліковано 26 сер 2024
- Unlock the potential of professional animation with this comprehensive guide on creating a maya face rig that seamlessly integrates with an Accurig-rigged body. Whether you're a seasoned animator or just starting in the field, this tutorial is designed to cater to all levels of expertise, providing valuable insights into the intricate world of character rigging and animation.
In this tutorial, we'll be leveraging the power of Autodesk Maya, an industry-standard software known for its robust animation capabilities. For those interested in real-time VFX and Unreal Engine integration, stay tuned as we discuss techniques to optimize your rigged characters for a seamless transition into the gaming world.
Whether you're aiming to start your animation studio or simply looking to enhance your skills, this tutorial provides a valuable resource. By the end of this tutorial, you'll not only have a finely tuned face rig but also a deeper understanding of rigging and animation principles that can be applied across various projects.
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Thankyou for making a longer version of this.
Super helpful. Thanks for sharing your whole process. I'll be coming back to this guide often!
Awesome so glad you found it helpful! :D
More ❤
love you man
Exceptional 🏆🏆🏆! Thank You 🙂!
Thank you so much! Glad you liked it!
thank you ❤❤❤
You're welcome! 😊
Thank you!!
You're welcome!
Thank You sosososo much
You're welcome!
Hello Animation simplified, I saw a few blender tutorials allowing their fbx export to even load textures in accurig and the also bringing the whole rigged body with textures back to blender...
Is it possible for maya as well?
Hey! Sorry for the delay. I believe as long as the FBX has textures attached when you bring it into Accurig it should export out with textures to bring back into Maya. I've had textures attached before when I've imported back into Maya
fews questions, cuz advcance told me that some part are not edgloop complet, but the selection say yes. selection vertices like forehaed cant react. and i have eyebrow as haircard( idk if it count for adv skel)
The eyebrow hair card can be added as an extra and I'd try using the vertices on the head for the eyebrows. As far as the edge loop thing, I believe I had that issue when I didn't duplicate the geometry before reskinning in the beginning. But I'm not quite sure if it's the same issue. Sorry if none of this helps but that's what first comes to mind!