Create an Advanced Ball Rig in 30 Minutes with Maya!

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  • čas přidán 28. 07. 2024
  • What it says on the tin
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Komentáře • 35

  • @Vinkelnn
    @Vinkelnn Před rokem

    This was one of the most helpful tutorials I've seen that delves into rigging and controllers.

  • @sevoranffxiv6638
    @sevoranffxiv6638 Před rokem +2

    Thanks dude. I have used blender for awhile but i got into maya just out of curiosity. It is....different.

  • @elaphbadr6463
    @elaphbadr6463 Před rokem

    Thanks a lot... that's so helpful

  • @emmanuel.tavares
    @emmanuel.tavares Před rokem +5

    should be nice to see how you make character's rig in maya 👀
    nice video btw!

  • @korf.design
    @korf.design Před 5 měsíci

    The brilliant! Thank You!

  • @cafmelcalero
    @cafmelcalero Před 4 měsíci

    What a great tutorial

  • @AC-zd9dv
    @AC-zd9dv Před 21 dnem +1

    If I were to have more than one squash axis (say I want to be able to squash and stretch in X and Z too) how would I go about the hierarchy part as with the cube lattice there's a double transform problem?

  • @danielbueno1563
    @danielbueno1563 Před 11 měsíci

    Aulas 🤝

  • @SketchySquirrel
    @SketchySquirrel Před rokem

    I loved this video. So helpful. The node editor seems really powerful. Very cute dog at 24:10 🐶 I have one question about controls, and freezing transforms. I understand how this sets a default pose so we can reset it when animating, though I came across an issue, being that if a control sits at an angle e.g. an arm of a character with an A pose, freezing the transforms does not preserve its local transform space. The way I got around this was parenting affected controls to a group or null object. The group would have the base transforms (blender equivalent of edit mode transforms) then the controls would be in the correct orientation, while having a transform of 0, acting as the pose mode transforms. This makes the outliner quite messy, so Is this the standard method for solving this issue? or is there another way?

    • @Dikko
      @Dikko  Před rokem +2

      There’s no “clean” way to create angled offsets in Maya for things like an arm at an angle. So the method you are doing is what I would do too! The only thing you can do really is just hide the group nodes properties so that the animators don’t fuck with it and break the rig. Unlike blender, Maya does not have a rest state and pose state in the armature (that’s somewhat changing but it’s a complicated matter to discuss on a comment thread), which is why it’s so important to keep track of your offset groups and transform properties

  • @graciliano3433
    @graciliano3433 Před rokem

    Perfect thanks

    • @Dikko
      @Dikko  Před rokem

      Thank you for watching

  • @cractor6307
    @cractor6307 Před rokem

    just as im learning maya!

    • @Dikko
      @Dikko  Před rokem

      Hope it works out!

  • @Glorpusvideos
    @Glorpusvideos Před 2 měsíci

    Quick question for anyone who can answer. What does he mean by hiding all the possible points?

  • @phanpham7149
    @phanpham7149 Před 5 měsíci

    how to delete Lattice

  • @user-fd8fe9hk9q
    @user-fd8fe9hk9q Před rokem +1

    can someone explain why its so important to freeze the transforms on the controllers?

    • @chrisrezende
      @chrisrezende Před rokem +1

      1- to get rid of any previous transformations that might be stored in those controllers before you start using them.
      2- by freezing the transformations on the controllers, you're "zeroing" the transformations (translation becomes 0,0,0, rotation becomes 0°,0°,0°, and scaling becomes 1,1,1) without actually changing the controllers position, orientation and scale, so if you ever select Reset Transformations the controllers will get back to their zeroed position/orientation/scale.

    • @user-fd8fe9hk9q
      @user-fd8fe9hk9q Před rokem

      @@chrisrezende thanks

  • @motionbeast4609
    @motionbeast4609 Před rokem +3

    Can you teach this but in blender?

  • @jaganathan8303
    @jaganathan8303 Před rokem +3

    Need advance ball rig in blender also🙏🙏

    • @jaganathan8303
      @jaganathan8303 Před rokem

      Like the one you used in blender ball animation tut

    • @Dikko
      @Dikko  Před rokem

      Check out the lollipopman channel! Full tutorial is there

  • @DigitalMacGuffin
    @DigitalMacGuffin Před 10 měsíci +1

    Note: You need three multiply / divide nodes to create volume preservation. 1) to normalise the scale value (to set the value to 1)...in this case 10 divided by 10. 2) That is plugged in to a second which is the square root function (plug in A (top), set to power and put in 0.5 in B (bottom). 3) Connect the output to a third to divide into 1 (output goes into B (bottom), type 1 in A (top), and set to divide.

    • @Dikko
      @Dikko  Před 10 měsíci

      Good point!

  • @Glorpusvideos
    @Glorpusvideos Před 2 měsíci

    WHY IS MINE TURNING INTO AN EGG WHEN I CONNECT THE NODE?!

    • @AC-zd9dv
      @AC-zd9dv Před 21 dnem

      your distance measurements are probably off.

    • @Glorpusvideos
      @Glorpusvideos Před 21 dnem +1

      @@AC-zd9dv yeah I fixed it, thank you tho

  • @sicfxmusic
    @sicfxmusic Před rokem

    Haven't heard the word "Maya" in a while 😅😅

  • @user-uu1ko7oi8z
    @user-uu1ko7oi8z Před rokem

    TRAITOR !!!!!!! It should be a Blender video ))))