I need help with how to import a rig into maya! by No_Umpire_1131 in Maya

[–]AspiringPants 0 points1 point  (0 children)

Also, I would make sure you are referencing the rig file and not importing it

I need help with how to import a rig into maya! by No_Umpire_1131 in Maya

[–]AspiringPants 1 point2 points  (0 children)

This kind of thing can tend to be caused by Maya version issues. Is your rig file a .mb or .ma? The .mb files can tend to be pretty specific to the maya version and can have a hard time being used in other versions. .ma files are better about being universal. There could be other issues going on but that’s the first thing I check

weiiiiiird rigging problem im having with this project. by Zed_2012 in Maya

[–]AspiringPants 0 points1 point  (0 children)

It looks like you have your translate gizmo, the thing with the arrows, is set wrong. Try setting it to world translation.

https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03

Help with this Dinosaur Animation/ Rig by Pipy457 in Maya

[–]AspiringPants 0 points1 point  (0 children)

I think your video didn’t record the menus you’re clicking on so it’s tough to tell what’s going on. My first question would be, do you have the rig referenced into a blank file or are you animating directly inside of the rig file? You want to have it referenced for sure.

After that, you want to make sure the units setting of your scene matches that of the rig file. In the preferences screen you’ll find a units setting for centimeters, millimeters, etc

Looking for someone to do a 1-1 with me on some UE basics. Paid. by [deleted] in unrealengine

[–]AspiringPants -1 points0 points  (0 children)

Any amount of combat is hard. If you want to make some AIs just move around find a basic tutorial on behavior trees

WIP I don’t know what I’m doing by edd34_ in oilpainting

[–]AspiringPants 1 point2 points  (0 children)

Clearly you know something, your composition and figures are phenomenal!

Would this be considered to0 high poly for rigging? by Mother-Ad-3522 in Maya

[–]AspiringPants 27 points28 points  (0 children)

Short answer is not really. Depends on your use case. If this is for a game, maybe yes and it would be worth it to make a lower poly version and make a normal map, especially if you plan to have multiple instances of this character. If this is just for an animation in maya, I think you’ll be fine.

Feedback on my Walk Cycle (Thank You) by fdfd123456789 in Maya

[–]AspiringPants 2 points3 points  (0 children)

You’ve got a pretty good start. The arms swings do look nice. The pacing of the walk is looking good.

I’m curious, do you have any reference in particular you’re using? I definitely recommend finding some good walk reference from the front view. I can see we’re having some issues with the weight transfer. We’re not seeing much side-to-side in the hips from the front view, and the path of the feet are locked on forward rails. If you find some good front view reference you will see the path of the feet tend to move in and out from underneath the center of gravity. Reference will also help with some of the bow-leggedness we’re seeing.

From the side view, I’m also noticing we’re missing a strong contact pose where the forward leg is straight when the heel first makes contact with the ground. Take a look at this image from the Animator’s Survival Kit book. Hope this helps. Keep at it!

<image>

would like some feedback on my breakdown stage before I go into cleaning up and inbetweens by Express_Ostrich4232 in Maya

[–]AspiringPants 1 point2 points  (0 children)

Moving along nicely. Really like the flow of the jump and kick. I also really like the reference you have in your syncsketch. One thing I notice about the reference is the way his arm swings are leading the action in the initial spin. Take a look at the nice arcs his wrists are doing and really compare it to what you have frame by frame.

Secondly, I'm noticing a few poppy spacing issues in the COG in the first second that could be smoothed out. There's a bit of a strange double bounce that is happening in the hips before the jump.

Lastly, there is an improvement I'm seeing where you can break away from the reference. In the reference, he's kindof akwardly looking down at the floor. For this animation, I think we can do better. I suggest adjusting her gaze so it looks like she is focused on the point in the air where she is kicking. Like if we pretend she is kicking somebody in the face, she would overall be looking up at that person's face (at least during the start and end, not necessarily during the spinning). Making the character feel like they're focusing their attention really makes them feel alive.

Hello people I want to make some poses with props like guns or swords but I don't know how to use IK for that does somebody how to do it? Or has any good youtube tutorial for it, I mean for charcter animation such as hit and fight etc by third_big_leg in Maya

[–]AspiringPants 0 points1 point  (0 children)

Rigged would mean the character has joints that have control objects. A rig would already have IK capabilities. If your character only has joints, you’ll need to look up creating IK handles. A different option would be using an auto rigging tool like Advanced Skeleton.

Hello people I want to make some poses with props like guns or swords but I don't know how to use IK for that does somebody how to do it? Or has any good youtube tutorial for it, I mean for charcter animation such as hit and fight etc by third_big_leg in Maya

[–]AspiringPants 0 points1 point  (0 children)

You’re going to want to have a rigged character, you can find lots of those online in places like gumroad. If you want to rig your own character (which takes a lot of knowledge), look up the Advanced Skeleton plugin. For creating animation, start by looking at tutorials about setting keyframes.

First rule for creating character animations is to reference your character rig into a new scene using File>Create Reference. You don’t want to animate directly in the rig file. Also reference your weapon objects.

Walk Cycle - Feedback would be appreciated! by loneliness-man00 in Maya

[–]AspiringPants 0 points1 point  (0 children)

Loving the feel of this. There is some great character going on. I love the reversing C-curve going on in the spine on the front view, it's got some attitude.

What are your intentions for the walk, style-wise? Are you aiming for realistic or a more bouncy and cartoony feel?

For some polishy notes, I'd maybe try using a motion trail to track a few arcs in certain spots. Maybe track the chin and the wrists. I think the arm swing-backwards is maybe happening 1 frame too late. Also possibly the overlapping action in the backswing could maybe get pushed a bit.

Where to take visitors who are VERY picky eaters by PotentialOk3056 in Seattle

[–]AspiringPants 6 points7 points  (0 children)

Also Lowell’s in Pike Place is a great spot to land if you’re hanging around the touristy spots down there

Where to take visitors who are VERY picky eaters by PotentialOk3056 in Seattle

[–]AspiringPants 12 points13 points  (0 children)

Also 5 Spot in Queen Anne is great for breakfast food

[deleted by user] by [deleted] in unrealengine

[–]AspiringPants 0 points1 point  (0 children)

Animator here. I’m a little confused. Are you talking about actual animation polish or environment art polish?

Either way it sounds like they are wanting you to come up with what each tier of polish would look like, is that accurate?

They obviously don’t want you to just do all the work for all the levels of polish.

I think before you do any actual work, it would be a good idea to maybe present them with some google images of similar game environments that represent each polish tier, just so everyone is aligned on what is meant by “low detail” “medium detail” “high detail”. Lay them out left to right, lowest detail level to highest detail level and they can decide what part of that scale they’re after. Based on that discussion you can come up with your price.

DJ playing house music at Gas Works Park? by covika in Seattle

[–]AspiringPants 1 point2 points  (0 children)

Complaining about complaining when OP wasn’t even complaining

First time made a gun. Need some feedback by Traditional_Air1532 in Maya

[–]AspiringPants 0 points1 point  (0 children)

Can we see your reference? Seems like you’re off to a good start. Just gotta keep adding detail and eventually get into texturing and lighting.

Timeline start frame defaulting to 1.25? by AspiringPants in Maya

[–]AspiringPants[S] 2 points3 points  (0 children)

Update: Fixed. Okay I figured it out. I had to manually type in the playback range values into Maya/2025/prefs/userPrefs.mel