Autodesk Maya Pose Sculpting on a Rigged Character

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[Music] hello welcome fellow youtubers and animators rakers 3d artists and today we'd be talking about the pose editor so when I first attempted to use it back in 2017 when it was introduced thinking my 2016 extension whatever it worked pretty well but since then I came across a few problems especially with rigged characters I had to create a character for a game and it had I used the mayas H I K system and suddenly I couldn't use it and then kept him getting all these errors I'm gonna show you the problems that had and i just--can find anything written on the internet after reading the documentation how I got this to work so with that being said let's get started all right so here I have a very simple setup just my key chain that is set up so if I grab my character over here and then move the arm you can see it works just like we expect to do this so so the issue is that basically these joints have controllers on them so you have controllers on the joint the main problem that you're gonna have is that when you run the pose different pose editor it's gonna say wait a minute these joints are already being controlled and I can't do it so this is how you get around it so firstly I'm in 2018 I am going to go to a pose setup workspace let me just basically when you open it for the first time it looks like this can we set it well let's see people so everything should be a default so um let me just show you that message so I'm gonna grab that and just go great pose and you get this message saying eh you know everything's this you know some of the rotation translations of being manipulated by another object so what you can do at this stage it's basically say no thank you and close it but and did create a set up for you notice that there's nothing in here but the joint has been chosen and added into the list and we want this now you can see here in my channel box over here that these are actually logged alright so how do we fix this how do we tell proposed áformer that when we put sort of like a initial state to it if I double-click to go back to its buying post right because that's what you want to do you want to basically be able to double click and have it go back to its it's mine bills so to do that we basically got to tell Maya that instead using these rotations use the control of the rotations so to do that I get all right click I think and initially you can right click and then call this out but for me it's hiding underneath here it's called Drive settings right so I need to add a drive setting here so I grab my joint here and you can see that it says joint and it says ahead over here so how do I add that so I grab my controller and this guy's gonna be my key controller and I'm gonna go and open my house learner so you can all click on this icon here and this will come up floating and I'm just gonna piss while my mouse is floating over the outliner F and it's gonna choose gonna show me in the outliner my left wrist control now the problem is that icon C is rotation basically these attributes here I need to grab these attributes kind of drag and drop it into here so the way we're gonna do that is very simple is we gonna go to display I'm gonna scroll down all the way down to its its attribute channels and you'll see it's gonna add a plus next to our control here we're gonna open it and get all the attributes that we can use so now all I need to do is scroll down and find translation and rotation so what I need to do is open up both of these press add you get this little window and just middle mouse click drag and drop each one of these in so yes it's manual and it's annoying but this will work and you'll see in a minute how cool this is so I'm just gonna move my outline around to my other screen so you won't be able to see it but it would be out the way I actually add twist to that all right so now we need to kind of create a neutral pose so just right click on the empty area here and then go create a neutral pose so what that will do is now I grab this and move my hand anywhere and double-click neutral I'm gonna go back and we all good cool awesome so we got that now to work so basically what I want to do now is create kind of a blend shape to fix some of the issues that I'm getting with with the arm let's say when the arm is down here in this pose as cool as the down pose I want to kind of fix the the shoulder here it doesn't look very nice so I'm kind of sculpted so let's do that so when my arm is down I'm gonna create that so I'm gonna go press add pose and just gonna reset this so everything's back to its normal stage so it's asking for name so I want this blend shake underscore oh oops oh dear all right don't mind my spelling I'm very dyslexic but it doesn't matter all right so I'm just gonna press create and I get this error and nothing happens so why did that happen so if we open up the script editor it's basically saying oh like you know the vertices don't match something something something something so the reason that this is happening is what my is trying to do is is look at the bind pose duplicate the mesh and then try them for match the vertices the new blend shape system doesn't work like the old one where it would do one-to-one now I've kind of does an approximation of where the vertices are and if it doesn't exactly match it kind of has trouble doing that so it's basically to do with the hierarchy of where it places the blend shape so if we go to the blend shape editor you could see did create a blend shape but it couldn't create the target node for it so I'm gonna delete this blend shape I'm gonna go back here so again going to the bland trip just deleted by pressing this little trash can over there and will go away so let's do this again but this time I'm going to just go to after so like this after the entire heart because it's a skin node there's all kind of other things that are going around because I did skinning we just tell it to be at the end of chain and then go create and then now we get to get the creation that we want it so notice it says edit it's an it's in red that means I can sculpt so let's just do that quickly let's just grab one of the sculpt brushes this one's pretty big so I'm just gonna scale it down to scale everything down Chris be scaled it back up there we go and then let's just soften this out stop stop himself and grab tool maybe yeah grab tool back so we can basically sculpt this whole thing let's go back here I'm gonna actually make this a lot stronger so you all right there we go let's say this is brilliant actually I like it that it's a little weird just so we can see that it works all right so I'm gonna do stop the edit there and now the cool thing is I can double click there it will go to a default double click here or go back to where it was go back to sculpt all right so let's test this out now okay I grab my controller here and move it around you'll see as I go down you're getting that weird dimple right I mean so there you go we may have basically made this work using Maya's very weird but useful tools there we go that flipping air is due to a rotation order thing so don't worry about that anyway with that being said I bid you adieu and I hope this was a helpful video for all of you guys and girls Internet [Music]
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Channel: Damon Lavenski
Views: 5,720
Rating: undefined out of 5
Keywords: Maya, pose editor, repeat characters, HIK, Rigging
Id: Ja3lID_s6Zw
Channel Id: undefined
Length: 10min 51sec (651 seconds)
Published: Mon Dec 25 2017
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