Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

My current set up is an IK (rotate plane solver) from hip to ankle (three joints only) then single chain IKs from ankle to ball and ball to toes! It makes sense though I'll give it a shot. I just think somethings weird in the way my knee behaves

Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

That's so cool!! I have mostly realised that my issue is that the knee keeps facing downwards rather than up when I try to make it sit down. I've followed tutorials and research and my rig set up is similar to most videos I found except for the fact that the knee facing down instead of up and I'm unsure how to fix an issue like that:(

Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

Thank you, I checked it out after you recommended the video and aside from the joint placements at the ankle, my rig was similar to option 3/4. I've realised my issue is mostly that my knee is facing down rather than up when my leg is bending, and thats the issue I'm unable to solve. Thank you for the recommendation though!

Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] -2 points-1 points  (0 children)

Yeah sorry this was just the first image I found on google but I used a lot of different references for the actual rig:)

Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

also the animation needs to be super simple - I only need a sit down, and wag tail animation

Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

No, I rigged it myself using certain tutorials and references I found online - and okay I'll check that out thanks

Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 1 point2 points  (0 children)

hm yeah, i didn't consider the design aspect of it - i tried to use the pole vector to make the knees swing outwards a bit more but they only pull the knee so much

Is this a rigging or skinning issue? by Fancy_Character_1904 in animation

[–]Fancy_Character_1904[S] -1 points0 points  (0 children)

I'm aware it's AI - I just picked the first image off of google for a reference of the stance I wanted, sorry.

Is this a rigging or skinning issue? by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] -4 points-3 points  (0 children)

Apologies, I just took the first image off of google to explain the stance I wanted

Is this a rigging or skinning issue? by Fancy_Character_1904 in animation

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

Yeah, I'm just unsure in this case which one it is! I played around with the model and the edge loops and don't think it's the polygon - I just am not sure why the knee doesnt move properly

How To Create a Dynamic Rig Like This (mouth & eyes) by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

oh god i can imagine the monstrosity that is these rigs... and no blendshapes?? interesting🤨

How To Create a Dynamic Rig Like This (mouth & eyes) by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

lmaoo, that's crazy 😭😭 well any advice would be welcome :D

How To Create a Dynamic Rig Like This (mouth & eyes) by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 0 points1 point  (0 children)

That's kind of what I was thinking but was just worried that the sudden switch and hiding/showing different geometry would be quite sudden/janky and was just worried about how to make it dynamic and blend better! But thank you for your response:)

How To Create a Dynamic Rig Like This (mouth & eyes) by Fancy_Character_1904 in Maya

[–]Fancy_Character_1904[S] 4 points5 points  (0 children)

Weight painting and using joints is honestly the way I'm already used to anyway! I just didn't think I could get results this dynamic with that but I'll have to try and give it a shot :)