How to use AdvancedSkeleton5 to control other rigs [Maya/Name Matcher]
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- čas přidán 11. 09. 2024
- This time were looking at a well hidden feature of AdvancedSkeleton5, that will let you set up a control rig to match a custom character made manually and constrain it to the AdvancedSkeleton5 control system
If you have a request, question for any rigging or animation video in a particular software or game engine let me know in the comments.
Music obtained courtesy of Kevin McCloud:
Rising Tide (faster) by Kevin MacLeod
Link: incompetech.fi...
License: filmmusic.io/s...
#AdvancedSkeleton5
#NameMatcher
#Rigging
#Animation
#ControlRig
#Maya
#Autodesk
#Tutorial
Thankyou so much! Since Mixamo doesn't work with newer versions of Maya I was looking for another option for a control rig, and you helped me accomplish it! Thanks so much!
Used Advance Skeleton about a year ago to try to accomplish this but I never figured it out, thank you for this video! :D
That's why I do these... I had the same issue. I knew it could be done but took me ages to find the feature going through all the videos and documentation.
@@AnimationTechnically dude i never found this a year ago so i switched to bender, :( How did i miss this thank you.
@@peter486 it's really badly named for such an important feature!
lol and i manually constrained the unreal rig 😅
Thx for sharing!
Hey thank you so much . This tutorial helped me a lot. For any chance would you be able to give a quick tip for the face controls? I might find the answer eventually looking at face rigging tuts , but most advanced skeleton tutorials cover face rigging from scratch and not already skinned skeletal meshes.
Might be a bit late and I hope you found the solution.. but you can just build the face rig on top of the finished rig (you can manually nomincate a custom head bone to build off on)
might be a good topic for another video
how do you rig a character to unreal skeleton a character from make human directly to unreal rig , any future tutorial on that ?
mine has a tail how can i add that on to it?
You'd have to build it on yourself, or you can borrow a tail setup to add to the generated fitSkel from the templates. Name matching only really works for Bipedal characters
i added a extra joint to each hand for attachments but when exporting animation the extra joints don't contain any animation data is there anything extra a need to do
Hello, what if you had asymmetrical joints on both sides? Can you use name matches for the asymmetrical left and right sides? I like how you went through and described the process, thank you.
🔥🔥🔥
my guy do u have a copy of the unreal mannequin setup for maya?
Is it possible to retarget the movement from one meta human with advanced Skeleton, to another different one that also has advanced skeleton
how do you add controllers for the twist joints
a very useful tutorial. However, I had this issue where the fit skeleton was created to the left instead of the right. i.e after clicking the "Create +FitSkeleton", the bones were created on the left instead of the right. And when i clicked the "Build AdvancedSkeleton" it threw the above error msg
yes you have to be mindful of the direction you make your template from.. however you can add as many bones as you need on top after generation (and advanced skeleton has a no nmirror tag if needed)
@@AnimationTechnically yes thanks i have to rotate the bone setup from the root to face the opposite direction (front now facing back) and it worked. Only issue now is that on the picker, everything on the left selection is now to the right on the viewport 😂.
Hey what If we have to make joijts or controls for skirt or if tail as well
Extra's you'll just want to build off the generated fit rig before constraining it up, you can then add it to the name matcher or just parent constaint youself for the extra controls
I'm finding that when using advanced skeleton with UE5 metahumans the final control rig does have any limit, allowing the animator to stretch/distort the mesh and bend limbs in crazy rubber hose ways. Does anyone know of a fix to this or do I have to manually go in and contrain the joints manually?
There will be attributes that allow the stretch that you can turn off.. alternatively there are a number of 'game' based options when creating the rig that you can turn on that will limit the features in the final controls
@@AnimationTechnically ah thanks for that I'll dig in and have a looksie.
first :D
Possibly the last too :p
I really liked this and the previous video 👍
itzs fucking stupid that everything in maya is made By power users for Power uses. rigging is suppose to be easy not a 6 hour job trued to Build it from scratch . Rotations are Fuck up ( ps Know that Z is up for Unreal but the mesh rotates on Export and the pippot point moves the the middle of Nowhere.
Rigging in maya is far more complex and un user friendly then it ever needed to be.. it seems to be one of the lesser considered areas
great I love it