How to Rig an IK/FK Spine in Maya

  Рет қаралды 21,350

Michael Swartz

Michael Swartz

Күн бұрын

Recommended additional research: “Animator Friendly Rigging” by Jason Schleifer. Jason is a world renown artist, animator and creature technical director and has rigged and animated creatures for the likes of Weta Digital, PDI Dreamworks, Animation Mentor and many others. He has a collection of video tutorials for sale on his website (jasonschleifer.com/afr/) and if you’re serious about being an animator or a character TD, you should purchase them. The tutorial I’ve created here is my own take on some of Jason’s teachings with my own custom modifications and approach. There is no single correct way to rig a spine, but this one works really well in most situations and it’s fast, easy and fun to animate with.

Пікірлер: 21
@ronniecurtis8157
@ronniecurtis8157 9 жыл бұрын
Thanks for the tutorial, very clear, easy to follow. Really nice job.
@huawaggui4931
@huawaggui4931 8 жыл бұрын
Thank you Michael for the awesome tuto. I think you should do more
@notHaker76
@notHaker76 8 жыл бұрын
Hi Michael. Thanks you for the great tutorials.
@leparce
@leparce 5 жыл бұрын
The perfect tutorial, I learned a lot, thanks a lot
@kiwibrutal6360
@kiwibrutal6360 4 жыл бұрын
Wow, thank you for guide, that'll make my life much easier =)
@MrThompiTheCat
@MrThompiTheCat 9 жыл бұрын
Beautiful! Thank You!
@obayjaafari4477
@obayjaafari4477 5 жыл бұрын
you probably wont see this but i hope u will, how u apply squash and stretch after that? do you have a video
@okosan858
@okosan858 10 ай бұрын
for some reason around 38:11, whenever I group my reg skeleton with the fk skeleton, it disconnects from the other pre-existing joints. I'm working on a full body rig and not just the chest by itself. How can I group the fk system with the reg joints without disconnecting the other joints (Arms, Legs)? Edit: As a temp solution, I moved the fk system into the reg spine group.
@graciliano3433
@graciliano3433 3 жыл бұрын
very very nice thnaks
@JG_Razormac87
@JG_Razormac87 9 жыл бұрын
Hi Michael. Thank you for the tutorial. I ran into an issue when I was setting up the twist on the spine to work with the Shoulder control curve (23:00) I followed all the steps and made sure my joint orients are correct and my transformations where clean, but my spine is not twisting when I rotate the y-axis on the Control curve. Selecting my ik handle and adjusting the twist manually works perfectly. I was wondering if you had this problem before.
@swartz3d
@swartz3d 8 жыл бұрын
Make sure that your joint orientations are at the default setting and they are precisely aligned to the grid using snap to grid (shortcut key is X).
@steakosaurusrex
@steakosaurusrex 3 жыл бұрын
Around the 28:00 minute mark, why are you building out the extra joint hierarchy and then creating controls for it instead of just creating a control hierarchy?
@TimCGI
@TimCGI 5 жыл бұрын
Nice tutorial. Question. I find that through out the rigging the Skin bind from the curve to the 2 joints keeps getting removed. Any reason for that or way of correcting?
@DrStoCazzo
@DrStoCazzo 8 жыл бұрын
why didn't you freeze trasformations on the joints in the beginning?
@readytobebolder
@readytobebolder 7 жыл бұрын
Joints cannot be frozen.
@ericbochat
@ericbochat 6 жыл бұрын
I just did it maybe i got it wrong...
@andreasgeorgiou1901
@andreasgeorgiou1901 5 жыл бұрын
@@readytobebolder They can as long as they are not bound to anything. Any rotations you have are transferred to their joint orients and their actual rotations are zero'd out
@vaepuer2290
@vaepuer2290 3 жыл бұрын
Oh god im meant to put the spine hips on the actual hips oh god oh fuck oh god
@lorenam9169
@lorenam9169 8 жыл бұрын
First of all, thanks for the tutorial! Very easy to understand :) I only have one question: what do I do with jt_fk_spine_01? It is not parented to anything and whenever I move any of the controls it stays in place which kind of annoys me...
@swartz3d
@swartz3d 8 жыл бұрын
+Lorena M It's important to leave the hips free to move around independently from the rest of the torso -- I usually parent constrain the FK spine root joint (jt_fk_spine_01) to the ctrl_torso_anim (the square shaped curve we created around the hips) -- this way you can keep the hips free but move the entire torso with the square ctrl_torso_aim control curve. I recommend hiding the FK joints to limit distraction when animating.
@lorenam9169
@lorenam9169 8 жыл бұрын
+Michael Swartz Works perfectly!! Thank you! :)
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