one issue i found with the wire deforer is that its up axis and orientations are allways in world space, so if you rotate the whole rig, it will start to twist even if none of the control objects are twisting
@@matteo.grossi unfortunately no, ive heard that there is SOME way to set the up vector for the wire deformer but i didnt find it anywhere. i kept the control system but deleted the wire deformer, kept the curve, created joints on that curve and skinned them to the tube and created a spline ik with the new joint chain and the curve. The controls from the video still deform the curve, you just have to add a stretch function to the joints, which is pretty simple. simply divide the original length of the curve (static) with the current length of the curve (changes when moving curve). then you should get the stretch factor which you can put into the scale X of the jointchain that is skinned to the tube (or whatever axis is pointing to the next joint) If you want to make it really proper you can add that stretch factor to the translate X of the joints, this way they stretch better then when you scale them, but the scaling way is a tad faster if youre doing it manually on many cables like i did
@@mintgreen5614 Thanks for the reply. That unfortunately is too complicated for me (I am not a rigger), and I need to use the rig in Unreal Engine, which I am not sure will digest bones scaling. Thanks anyway :)
Hi, I followed your tutorial, but when I am using the wire tool, and select the curve, press enter, then select the geometry and press enter, it seems like nothing is happening for me... Are you doing this with a geometry?
Many thanks. very useful video! I have tried do this couple years ago, but it does not work for me. Now apparently i have more basic knowledge about constrain, joint ext. I tried again - it worked!
Thanks a lot. I was so fussed up about this. When i use IK Spline handle on chest my joint gives rotational values. How do i fix that? Can you make a video about it?
Im getting this same problem but not in an IK Handle - im using a simple aim constraint between a wrist and an elbow (that's segmented). so when i turn my wrist 90 degrees on the chains forward axis. the bones go flippy floppy. I've tried changing the aim constraint settings, by reversing the up vector settings, but the flipping still happens on the opposite direction of the same rotation. is this an unavoidable problem in the same vein as gimbal locking?
in 2018 still maya doesnt provide an easy way to fix these problem. Artists need to have engineer mindset in order to use maya to do even very simple things
Awesome video, thank you! Only one question: do you know why when I transform or rotate the robot (or everything together as a group), the CVs and with them the cables go off track?
Mangosuthu Buthelezi seriously!!! There’s so many fast tutorials which are more of a show-off video rather than educational. This is a great find! When using split tool, is it automatically cutting symetrically?
@@ItsJustMeStevie Jefe, muy simplesmente estoy hablando de videos sin sonido. Videos que son supuestamente tutoriales educativos pero sin sonido con musica en el fondo. Ademas, este video talvez sea bueno, pero no me sirve porque no se nada de Maya. Gracias en todo caso.
Really great video! Good for a refresher, I hadn't been in Maya for awhile. Only suggestion I would make is that you show how to setup the custom bar in the beginning of the video. Just so people aren't continuously pause looking for tools then playing. But very great video a lot of help. Thanks