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?
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?
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
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.
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.
This was one of the most helpful tutorials I've seen that delves into rigging and controllers.
Thank you!
Thanks dude. I have used blender for awhile but i got into maya just out of curiosity. It is....different.
Thanks a lot... that's so helpful
should be nice to see how you make character's rig in maya 👀
nice video btw!
;)
The brilliant! Thank You!
What a great tutorial
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?
Aulas 🤝
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?
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
Perfect thanks
Thank you for watching
just as im learning maya!
Hope it works out!
Quick question for anyone who can answer. What does he mean by hiding all the possible points?
how to delete Lattice
can someone explain why its so important to freeze the transforms on the controllers?
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.
@@chrisrezende thanks
Can you teach this but in blender?
I will eventually!
I would also Love blender tutorial of this
Need advance ball rig in blender also🙏🙏
Like the one you used in blender ball animation tut
Check out the lollipopman channel! Full tutorial is there
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.
Good point!
WHY IS MINE TURNING INTO AN EGG WHEN I CONNECT THE NODE?!
your distance measurements are probably off.
@@AC-zd9dv yeah I fixed it, thank you tho
Haven't heard the word "Maya" in a while 😅😅
TRAITOR !!!!!!! It should be a Blender video ))))
with time ;)