Thanks so much for this! I’m not an Animator but a Game Artist and wanted to at least learn how to make a quick rig and skin so I can pose my characters for presentation :)
@@lahcenebelbachir7929 Do you get flipping fk arms when they do more than 90 degree rotation? (eg pointing arm directly forward) also, did you find a way to solve the problem at 15:50 when it comes to MULTIPLE orient constraints with MULTIPLE rotation spaces that does not match up? (such as what the shoulder locator, having been scaled negative X, is doing to the fk rotation space)
This also is hard to work with for animators. Since all controls have translation values once rigged and you can not zero them out. It has been like this in the past versions and even in 2018 it is still the case. Please give all controls a standard value of 0,0,0 in the next update to make everyone's life easier. :)
@@RonnieMirands I've heard a way to avoid this is grouping the controller first and doing your transforms on the group, preserving the transforms on the controller as 0, 0, 0.
Jeez you guys seriously suffer from such lack of fundamental features ??? I'm still using Softimage and we don't have this issue, even though stupid Autodesk decided to kill it with the lame excuse "to better serve the industry" and "focus on the development of maya". What a joke.
The Quick Rigging tool is an awesome addition. Easy to use and this video explains it well. But as most of us have quickly discovered, the hand joints are not included. Without that all of our models are just 'kung-fu fighting'. I have yet to see a quick rig video that shows how to add the hand joints later. I tried but I am not able to get it to work. That simple addition to the video would be tremendously helpful. Thanks.
Everything goes smoothly until I get to pressing the "Skeleton and Control Rig" create and button.. then a whack skeleton appears off to the side. Any ideas of where I would be going wrong of how to fix it?
I finished the comprehensive rig video series, just to realize that it is not very useful for a unity import and rather used for film animation. However I am really happy I did the entire series. I learned alot over the past weeks. I read in the comments that it is possible to use the existing hand joints from this series. Is it possible to import the entire hand rig and its controllers to a new quick rig scene file? Also. Is it possible to add the foot controls, too, since they are much more versatile? I think I would have to delete the foot joints for that. And on a final note. What if I wanted to add a weapon to that character like a speer that he could throw and pick up and put on this back? I think this is far more complex than I realise atm.
Yes, you can actually just export the hands only and then affix them to your quick rig, then parent constrain them appropriately and add them to the skinning. And yes you can add foot controls the same way. While the character is carrying a weapon, you can parent constrain the weapon to that character. Once the character throws it however, you'll want to reduce the effect of the constraint to 0 since it will be independent of the character.
Hello Maya! You mentioned in a comment before about how quick rig doesn't automatically rig fingers or facial definitions. But could it be possible to add joints to the rigged skeleton? For examples, in regards to the fingers or toes, I made new joints for the fingers and then parent them to the wrist bone. Do I have to re-skin it? Or is there a simplified way?
You don't have to "re"-skin it, you just have to add those joints to the skin (select both, then go to Skin > Edit Influences > Add Influence in the Rigging menu set). You will have to paint weights for them though.
Quick rig only works with perfect closed meshes, but my meshes are irregular and i have problems using geodesic binding, because my model breaks when moving my character, tried cleaning out my mesh but i failed, do anyone have an idea on what to do? im sure this video will help somebody, so i liked it. have a nice day
Although HIK supports finger joints (as well as toes), it unfortunately doesn't play nice with the guides and T-Stance correcting of the Quick Rig Tool specifically. If you need fingers, your best bet is to go with a full HIK setup instead (see the docs here: help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-83281B78-7DB0-4228-88D0-284E4A61564C). You can use the basic skeleton created by the Quick Rig Tool to start, but you will need to manually add finger joints and define them in the Character Control Tool. Another option would be to build a rig specifically for the hands (like the one we made in parts 28 and 29 of our comprehensive rigging tutorial here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Efr-5wWsHKI.html) and parent constrain it to the wrist joints here. In short, while the Quick Rig tool is very fast and convenient, it is also limited to creating very simple rigs.
I was just about to ask if I could build more joints off of the existing quick rig. That's a time saver. I have to make joints for wings too, as well as fingers.
Too bad you still have to paint so much, theres been advances but you would still think this would be possible to calculate based on curvature on the geo.
Technically it was designed for bipeds, but I've actually gotten pretty good results with quadrupeds too. You just need to make the appropriate adjustments to the guides.
When I try to constrain head features : Error: Connection not made: 'Jaw_Corrected_parentConstraint1.constraintTranslateX' -> 'Jaw_Corrected.translateX'. Destination is locked. How do I fix this ?
Just diving into this and right off the bat I can see the mirror function doesn't work as expected. It moves the opposite joint but positions it wrong. My character has asymmetrical bits but is centered at 0 on the grid. My character is also made of many pieces that are grouped together. Using Maya 2019. I can see the guides that are automatically created are not perfectly centered either. Is this because of the asymmetry? Current workaround is manually inputting the values into the channel box.
Thanks this is great. One question, the elbow effectors are moving the hand away from its position, Id expect this be locked in place and the effector to only change the direction of the elbow. Is there a control to activate this?
for some reason when i apply the rig only the waist moves, none of the other bones. Does anyone know why this is? I am working from an FBX idk if thats something to do with it
Open the Tool Settings and take a look at the Brush settings. You may have it set to an odd shape or size. You can also try going to "Reset Settings" in that window to get back to the defaults.
Check your smooth skinning values for the leg joints. If they're all black, it means they have 0 influence on the skin so you'll need to paint those in.
hey imma beginner and i want to purchase ur products but i just want to knw is i have to be good in drawing or in painting to make characters like these guide me little please
Are you using the example geometry or your own? It could be that your geometry around the wrists isn't set up well for twisting. You may need to add more subdivisions or change your edge-flow.
My Joints are created as I can see it in the outliner but its not showing in the viewport?how can I fix this. I am using Maya 2018. Ive tried to fix it in DISPLAY-SHOW-SHOW KINEMATICS-JOINTS but it was not fixed. Anyone can help please....TIA
Hello! Sorry to disturb you, but I have a lot of questions since I last turned to you. What about facial rigging? I have been waiting for tutorial videos about facial rigging for a long time. I would really like to learn how to do it to learn how you do facial rigging of your Emma character? Another question: I have learned how to do life-size characters in Autodesk Maya. What I have rigged so far with the help of your tutorial videos was not done in life-size. She was 14 cm tall. Would it be okay if I scaled my rigged woman character to the necessary size (160 cm) and then use freeze transformation function, or aren't you supposed to do this? That's all for now. Thank you for your help in advance. Best regards!
Unfortunately this isn't really on the radar for the near future still. However, rather than facial "rigging" you may want to try using Shape Authoring to create your expressions. It's a bit more intuitive and a more modern approach. For more information, see: help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-3709AA9D-08E9-464A-A812-B940149D3B5F
And you should be able to scale it up and freeze JUST the scale. Ideally, however, you want to build at the size you are animating at, but this should be okay.
It's definitely possible. It's just very similar to rigging the rest of the body, which is why I've focused on teaching other areas that are not as well represented on this channel.
I assume you mean for the head_features_grp? It's just to keep the rotations of the group more consistent with the rest of the head. It's not strictly necessary, but it's just cleaner if the head features match those of the control that they're associated with.
Hello! This uick Rig Tool can run in Maya 2009? One more thing! I have a Serious big problem. In August, I started rigging for another character. I was doing very well until the duplication, but when I was almost done, the flexing kinematics had a big problem with the wrist. I fixed it by rigging my right hand with mirroring again, but when I want to connect my right hand, an unknown, unjustified problem appears. maybe a space problem, you don't know. It consists of orienting constraint RightArm_FKConst_GRP and RightArm_ResultConst_GRP to RightArm_ShoulderSpace_LOC after I set the rotate x value to -180, instead of 0 the result, but -360. I don't know something I forgot or I duplicated Shoulder_GRP badly, I don't know. I tried to fix everything, but it didn't work! I've had enough! I tried everything. That's why I turn to you for help. Can you tell me how I can fix it? What did I do wrong. Also how to duplicate. PLEASE! Help me if you can. Thank you in advance.
I have a similar problem, but with the shoulder instead. If anyone found a solution, I'd love to know about it... Context: Around 15:50 does not explain how one would fix the same issue with multiple orient constraints - consider that offsetting one constraint is fairly easy, but when you constrain multiple locators, they still use the same constraint node - so you can only choose one offset number for ALL of them. Fixing one, breaks another. The 0 - 360 problem also appears in the process. The shoulder locator, having been scaled negative X, is causing this issue to the fk rotation space. Basically, I could flip the group as in the video - but then one of the other orient constraints will get messed up.
@MayaLearningChannel Matt, I'm having a problem with the controllers moving and rotating the appendages. I was using a model I downloaded from CGTrader and thought it was a problem with the model. So I decided to download the model in the link under this video. I'm still having the same issue. I've created the skeleton and control rig exactly as you have done. In the Human IK window, in the Definitions tab, everything is lit green. In the Controls tab, only three joints are lit green: the feet and the hips/waist. They're the only joints I can move and rotate with the "circle" controllers. The controllers for the remaining joints don't move or rotate at all. Again, I've followed your instructions (they couldn't be any clearer) and I don't think I've missed any of the steps. Any idea as to what could be wrong? Is there a setting I may have missed or a plugin that should be loaded? I'm at a loss. I've spent two days trying to figure this out; have posted the issue on forums (including Maya Autodesk Community) and no one has responded. I'm to the point where I'm about to give up on Quick Rig and do everything manually. ANY assistance would be greatly appreciated, as rigging is what I plan on specialising in once I've finished my education.
@@Autodesk_Maya THANK YOU! I knew it had to be lack of knowledge. And thank you for the reference. I'll be so glad when I get into a classroom to learn this!! :)
Randy P My pleasure. And if you’re in this for the long haul, I recommend the complex character rig tutorial on the Maya Learning Channel. I cover a lot of rigging theory in that course that you’ll likely use in school (including IK FK)
@@Autodesk_Maya Yes, this will be my career path. I'm not interested in the create aspect of animation. I'm more technical. I'll check it out. I've also purchased a book called "Gray's Anatomy" that I've been told will help tremendously with rigging.
Unfortunately, Quick Rig and HIK only work with T-Pose. You can press the orange button on the right-side of the Character Setup panel to return to the default.
Thank you Sir. I have a question. Is there any way to make the paint tool bigger when painting the head??? My paint tool was so small that it took me a long time to paint the head when I use weight tool...
You can actually build just the hand rig from our comprehensive character tutorial and attach it to the arms of a quick rig. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Efr-5wWsHKI.html
Unfortunately you won't be able to use the Auto-Rigger specifically for those extra tentacles. What you can do is start with a base Auto-rig for the base character, then parent constrain a custom HIK rig for the tentacles on top of that. The auto-rigger was designed as a quick way to get standard bipedal characters up and running quickly.
You'll need to use the HumanIK window's "Go to bindpose" button: help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-46964B80-1DEA-49BB-A7CF-0DBA40D9F87F
When adding the knee joints in the t-pose position, try adding them with a bit of a bend already rather than fully straight. This will give the legs a "clue" as to what direction they should bend.