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Facial rigging with Multi-Skin Cluster (Maya 2024 New Feature!)

  Рет қаралды 23,203

Maya Learning Channel

Maya Learning Channel

Күн бұрын

In this video, I'll show you how to apply multiple skin clusters to a facial rig that supports both facial expressions and squash and stretch. Then I'll use those skin clusters together with UV Pin to "stick" those controls to the face.
Get the Interactive Tutorials: area.autodesk....
Maya 2024 now available via Autodesk Account: accounts.autod...
For more interactive tutorials: area.autodesk....
For more info on Maya 2024: help.autodesk....
00:00 - Intro
00:58 - Multi-skin overview
01:57 - Skinning the joints
03:26 - Fixing skin weights
05:24 - Using UV Pin to make controls stick to the mesh
06:27 - Avoiding dependency loops
08:20 - Fixing double transforms
09:55 - More new features

Пікірлер: 47
@user-kj3cc4ky3t
@user-kj3cc4ky3t 11 ай бұрын
Best tutorial voice ever!!!! I am delighted that Autodesk has finally enabled a workflow I have been using for ages. Great tutorial!!
@ctedin1
@ctedin1 Жыл бұрын
Nice! These types of animation rig deformers is where Maya really shines.
Жыл бұрын
In the Outliner, if you select the first locator and the first control you want to parent constraint and actually create the constraint, in order to do the rest, you just can press the right key on the keyboard (that will select the next node of both of them) and press "G" key in order to repeat the constraint command. An voilà!, you have the job done in a matter of seconds!
@reddaneali5997
@reddaneali5997 Жыл бұрын
Thank you, actually i'm pretty familiar with the repeat hotkey "g" as an intensive Maya user (and instructor), many times i found myself looking for script/ line of code on the internet to automate some tedious tasks like these where there no nice shortcut around it, such as create joint on selected verts (i have a script for that ). Probably my punishment for not learning mel/python...
@LordLuigi_Rigs
@LordLuigi_Rigs Жыл бұрын
Finally!! 😱
@ondudengrund
@ondudengrund Жыл бұрын
Nice indeed !!
@andersonbrandaosudario3425
@andersonbrandaosudario3425 Жыл бұрын
three years ago I once I had to do this inverseMatrix to un-transform a camera movement (one node) and maya would crash from frame to frame eventually. Now it's time inverseMatrix to shine and be applied to every controler in a rig face.
@Autodesk_Maya
@Autodesk_Maya Жыл бұрын
Matrices are extremely lightweight (kind of the whole point of them). If you were crashing, is it possible it's because you were creating a dependency loop with them in your implementation?
@uzizizu
@uzizizu Жыл бұрын
Hi Matt! Can you please tell devs to make stuff from 5:54 to 9:24 automatic? or they can add one more option in the menu "create locators + parent", thanks in advance!
@yumeN0dengon
@yumeN0dengon Жыл бұрын
Right... _"Now we just need to repeat the same simple yet tedious task dozens of times"_ Everyone using this will write at least a rudimentary script to automate the process, but AD couldn't do it? I mean, the ability is great but seriously WTF.
@reddaneali5997
@reddaneali5997 Жыл бұрын
Yup ! we need simple tools for repeated and tedious tasks, including per selection/ components etc! Please !
Жыл бұрын
@@reddaneali5997 Read my message to find out how :D
@danriduk
@danriduk 11 ай бұрын
You can script this yourself really easily, seems like a waste of dev resources for AD to do
@uzizizu
@uzizizu 11 ай бұрын
​@@danridukdude I CAN script this, but THIS is a freaking BUG, no one should waste their time with this when it can be done correctly from the beginning
@houdinini6715
@houdinini6715 Жыл бұрын
Nice!!!
@rueljose5643
@rueljose5643 4 ай бұрын
NICE!
@shurstephano
@shurstephano 4 ай бұрын
Great! Thanks . Can you share the app you're using to keep the topics in the bottom right side of the screen ? Very usefull to keep in track the steps of a long task
@youji8516
@youji8516 3 ай бұрын
Does this function works with deformer like squash and stretch?
@williamterry3233
@williamterry3233 2 ай бұрын
Can you add an extra skin cluster through python without having the error that there is already a skin cluster attached to the mesh?
@SuperMontana2008
@SuperMontana2008 8 күн бұрын
is it possible to merge skin clusters?
@NN_86
@NN_86 Жыл бұрын
Ooohhh boy
@johannleo1282
@johannleo1282 Жыл бұрын
Nice, thank you. How do multiple skin cluster export to a game engine? Would there be a way to combine them on export or is there any documentation on that?
@TimDownsAnimation
@TimDownsAnimation Жыл бұрын
Nah, antCGI already demonstrated a test of that on his channel. looks like FBX format doesn't support multiple skin clusters on one mesh, so the export to a game engine wouldn't work unfortunately.
@johannleo1282
@johannleo1282 Жыл бұрын
@@user-yz5hp1ru5y I will look into that thank you!
@SpectralInkProductions
@SpectralInkProductions 11 ай бұрын
how do you cut and rebind? when I try it, it asks if I want to make a second skin cluster. If I say no, it doesn't rebind.
@macitseferi1843
@macitseferi1843 Жыл бұрын
Can I apply this to a rig system made with the advance skeleton?
@damocles5047
@damocles5047 9 ай бұрын
How can i merge my skin clusters?
@forzamaya4087
@forzamaya4087 Жыл бұрын
Thank you,! I want to collect all my scattered source files and copy it and organise it in a way like "set project" way rather than useing "archive file" So any help?
@Autodesk_Maya
@Autodesk_Maya Жыл бұрын
As you've said, setting a project would be how you would accomplish this. help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-9CE78B5A-7E9F-45E6-AB6D-66795E5656F4
@leonhaxha9978
@leonhaxha9978 Жыл бұрын
Does this work with blendshapes? If I create a blendshape on face, will controller follow the deformed mesh from BS?
@Autodesk_Maya
@Autodesk_Maya Жыл бұрын
Yup!
@shadowmurlock282
@shadowmurlock282 3 ай бұрын
now show how you did the face rig
@TimDownsAnimation
@TimDownsAnimation Жыл бұрын
So in typical Autodesk/Maya fashion, there's a new cool thing they added but there's still a ton of work and tedium left to to the user to make it even remotely practical or applicable. I'm happy for this addition, but good grief, like half of this video would have been unnecessary if they'd just also add improvements to parenting and constraints, which has been long overdue since at least 2018.
@TiamatSorakaSolotop
@TiamatSorakaSolotop Жыл бұрын
We've been doing sticky controls that way for years and years, it's nothing new. The only addition here is that you don't have to resort to script trickery to stack 2 skinClusters on a mesh, which would also break the paint weight tool back then. This is a very welcome update. As for the bindPreMatrix connection, it's pretty easy to script in python.
@TimDownsAnimation
@TimDownsAnimation Жыл бұрын
@@TiamatSorakaSolotop The fact that it's been that way for years with no updates to further accommodate it honestly just supports my initial statement lol. And now here's this new feature that is effectively useless without that additional process, so now would be the perfect time to update the constraint nodes for exactly that reason. I work professionally in Maya. I know how simple it is to script a quick solution like that. It just shouldn't have to be this way. What's more, would this new skin cluster change be compatible with ngSkinTools? Because that add-on has literally everything Maya's skinning tools have sorely needed for years. I'm happy to see new useful features like this added, but it just seems so obnoxiously common for them to still leave out any fundamental quality of life updates we all rely on add-ons and scripts to fill in for.
@Teturarsyra
@Teturarsyra 11 ай бұрын
It seems the Maya ascii file of the interactive tutorial is corrupted. Some characters are not properly encoded, I had to convert the Maya ascii file to ANSI. Some python module does not seem to load properly as well, before opening the file executing "import moverlay" in the python command line before opening the file fixed the issue. Edit 2023/10/04: this might be due to the fact my OS (Windows) language **and** Region settings is set to Japanese.
@Autodesk_Maya
@Autodesk_Maya 10 ай бұрын
That's odd. I just tried it here (on a couple of different machines) and things seem to be okay. Maybe something to do with your install?
@Teturarsyra
@Teturarsyra 10 ай бұрын
@@Autodesk_Maya Note that I could not change the region of my computer just the language. Setting region to US for instance breaks Autodesk's license (the networked license stop working / allowing me to launch maya). So I could not test this theory.
@ShatterBrainz
@ShatterBrainz Жыл бұрын
Been using maya for several Month now, and Arnold has stopped Rendering my Projects. It just get stuck initializing the Render. Tried everything i can find on the internet to get Arnold to Render again, But nothing seems to Work... Anyone have any suggestions ? I really Need Arnold to do its damn job
@Autodesk_Maya
@Autodesk_Maya Жыл бұрын
Which version of Maya and which version of Arnold are you on? Is it possible you updated them out of sync? Sometimes specific versions of Arnold aren't compatible with specific versions of Maya.
@user-lv3vg7io7s
@user-lv3vg7io7s Жыл бұрын
Bro how to download maya for free
@tomcole2608
@tomcole2608 Жыл бұрын
Promo SM ☝️
@theanonymous2581
@theanonymous2581 Жыл бұрын
can we achieve without cycle loop controls follow uv pin on single skincluster for me still getting cycle error on maya 2022
@thirteenbinary
@thirteenbinary Жыл бұрын
chinese
@tevfikTt9974
@tevfikTt9974 Жыл бұрын
ohooooooo it is so long and useless...While artificial intelligence is this advanced, still connect it to this, connect it to this.
@geodesic98
@geodesic98 2 ай бұрын
I was having trouble connecting inverseMatrix to the bindPreMatrix. It would break the rotation of the control and was not undoable. I looked at your example head and it looks like worldInverseMatrix is what you had connected to the 2nd skinCluster. I tried that in my test ant it seems to work. I'm not sure if I am missing something. But thank you very much for this tutorial, the implications of this are immensely useful!!
@geodesic98
@geodesic98 2 ай бұрын
After testing out some more, I think this doesn't work in all situations. I have a few joints in the middle of the character, I want them to follow the squash and stretch. But when I create the UV pins with the mesh and joints selected, the uvPin locators are created in undesirable locations on the mesh. I imagine this is because the pivots aren't close to the surface, so the uvPin is looking for the easiest spot to hook on to. I also tried making a uvPin on a more desirable area on the mesh and hooked that up with everything instead. But when it came time to connect the inverseMatrix (I also tried woldInverseMatrix), the mesh would deform. If you had a way to get around this that would be incredible. Thanks again for the video.
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