Deformation

RigTip of the day (23-May-2014)

#rigTip of the day!

Ever got stuck with mirroring the muscle weight with standard #Maya
skin weights mirror tool? Well mirroring weights in Maya is based on
the world space XYZ transformation co-ordinate of joint or influence
object. Maya muscle objects on the other hand is frozen in
transformation, as a result we are unable to mirror weights and usually
stuck with painting the weights on both sides.
Well for some cases this is a nice choice since we have asymmetry in
deformation but for the most the time, this is frustration to repeat the
same thing on the other side and a waste of time. Asymmetry can be
created with simple corrective shapes, no problem!

Well there
is a clever solution to this problem. Why don’t we just go on to attach
the influence objects to create a single mesh. Selecting left and right
influence nurbs object (muscle mesh) and attaching them to create a
single mesh! There you go, that was SIMPLE! All you need to do, is paint
the weight on the left and the mirroring works like a charm! Pheewww…
that saved us some time.

Hope this rigTip comes handy to you:)

If you want to learn more about Musculo-Skeletal deformation, check out these Mini-Workshops at Puppeteer Lounge!

“Ajar” Roars!

HRFS ~ Ajar Roars! from Puppeteer Lounge on Vimeo.
Check out this short clip on Hyper Real Facial Setup. This workshop is one of the mini-workshops at Puppeteer Lounge where we build a photo-realistic facial rig for films based on facial sculpts and musculo-skeletal deformation!

For more information on Puppeteer Lounge’s rigging workshops, click here!

You can watch the facial rig demonstration below!


HRFS ~ Facial Rig Demo from Suchan Bajracharya on Vimeo.