In Maya I add two joints to my sphere select the sphere and joints and export as above. When I examine the model SCN in XCode (either in isolation or as a reference within another scene) I find that I cannot apply any translation or scaling. XCode lets me move the xyz locators in the GUI and update scale but the model does not change. I can see the mesh and joints in the outline view and I have tried moving the joints instead of the mesh, but they do nothing. I have even tried ignoring the GUI and positioning the model in code just as the panda character is set up, but applying positions or transforms to the node does nothing - it always appears at the origin and default scale.
I have my character pretty much fully rigged with an IK/FK arm setup. However I have run into a problem; when I rotate the body or move it using anything other than the master controller, the IK joints do not follow, which is going to cause me problems when animating. When I switch to IK mode from FK, the arm moves to where the IK joints have stayed.
IK arms and legs move independently of the body so that the character can plant his hands or feet on an object, such as a door knob or the floor, without having to constantly counter-animate against any moves in the body. It sounds like your character is working just as he should.
I ran in to a little problem that I hope have an easy answer.
I have a rigged Character with great topology, for weight painting and deformation.
The rigged Character`s mesh from Maya needs to get smoothed before it gets exported to UE 5.1.0
(Epic got rid of Tessellation in the new version of UE)
Here is my model, it appears in Unity and Maya just fine, but importing into Playcanvas makes the model strangely distorted and the skeleton is completely different. Tried reimporting many times, lots of different export settings in maya and have tried a few different models that I made in maya, all have similar issues even though the rigs and skeletons are completely different. What could be going wrong here?
Problem: Monkey and Raccoon character are groomed and working perfectly, I can pose the characters with no problem, but if I keyframe the character to new poses and save the file, when I open it it crashes maya. Both characters are the same referenced rigged mesh file, with repositioned and scaled ears but the rig and mesh are exactly the same.
I am using referenced rigged characters. Rigg is based on Advanced Skeleton. Both uses ornatrix but are different grooming from the start, not modified, one was made by a groomer I hired and the other I made myself, both crashes the same way and same conditions.
Reinforcing, during the session nothing crashes, I can animate, load animations, everything works, crash only happens after you save the file and try to open a file with keyframes set do the character.
Hi, I have a problem with the maya My problem is that when I try to enter a character, a message appears below the page that points to a file. In any case, I can not enter anything in the format FBX. can You help me?
So I had learned to stick to joints, even for more complex animations and squash and stretch effects. Take for example this small character with the large head and beret. His mouth can be shrunk and grown for an exaggerated animation, all achieved with joints.
I am working in Maya and Blender. Blender for modeling and Maya for rigging and animation. I would like to use 100% Blender for rigging, but it is not compatible with my animators due to different bone hierarchy in outliner in Blender and Maya. If the mesh with bones in fbx file is imported from Blender to Maya, it creates new parent Empty called Armature. Maya on the other side is not generating this Empty parent. It can be manually removed by artist but it is more work. So this process cant be automatized. It would be nice if blender will create same structure as maya (by not adding that empty object). I would like to use blender for everything, but now it is now possible for my pipeline.blender to maya rig model.png659507 24 KB
A basic knowledge of maya and rigging in is required. This is not a rigging and rigging practices tutorial, it is made specifically to cover the technique of using cMuscleKeepOut nodes in Maya. So feel free to take it and conform it to whatever practices and naming conventions you normally use in your rigging process.
I'll show you why you should never connect controllers directly to the blendshapes of your character or prop. And not just Maya. These ideas should easily map to any other DCC app where you are connecting your geo to complex rigs.
Because then your rig depends on your geometry. If you replace the geo, you've lost all your hard work! If you ever have to disconnect the connections, you have to somehow store or remember how they were connected. If the modelling department sends you a completely new set of blendshapes for an updated character, you have to reconnect everything.
Another benefit? I can just export the controls and the hooks and re-use the entire rig from character to character easily. All the complex connections from the rig are maintained, even if I delete the geometry and blendshapes and make a whole new character.
Reported bugs and faults may be fixed in the following versions of the character. We will send all updates regarding improvements and fixes done to "Ray" through our mailing list. We will also provide a link to a new version of the character.
Ben is a stylized character rigger based in Davao City, Philippines. Proficient in Maxon, Cinema4D, and Autodesk Maya, he's available for remote freelance work with plenty of samples in his portfolio.
It can depend on what you plan on doing with the rig. Some game engines, like Unity, have exporters for rigged models that work directly with Maya. FBX is also a file format that supports some rig features, but for control setups specific to a Maya rig, you'll still need to use a native Maya format.
Leo is a character rig designed by and for animators. Led by industry professionals in every aspect of the creation process, Leo has the appeal, rig flexibility, and rendering quality to fit any of your shot needs.