Advanced character rigging: Difference between revisions
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== Advanced Character Rigging with Maya 7.0 == | == Advanced Character Rigging with Maya 7.0 == | ||
by ascottk | |||
'''Introduction''' | '''Introduction''' | ||
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Skip to [[Advanced Character Rigging - Part Three]] | Skip to [[Advanced Character Rigging - Part Three]] | ||
For a brief overview of getting animated characters into Doom 3, go here: | For a brief overview of getting animated characters into Doom 3, go here: | ||
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---- | ---- | ||
http://img102.imageshack.us/img102/1323/thugcreationzx0.jpg | |||
Behold! I bring you life, cretin! | |||
Maya is a beast of a modeling program & it has a big learning curve. When you get used it, you'll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience & a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don't want, can be frustrating but those are the reasons for this tutorial! | Maya is a beast of a modeling program & it has a big learning curve. When you get used it, you'll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience & a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don't want, can be frustrating but those are the reasons for this tutorial! | ||
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'''Paint Skin | '''Paint Skin Weights Tool''' referred to occasionally as weight painter . . . | ||
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg | http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg | ||
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Enter Diego's Thug character: | Enter Diego's Thug character: | ||
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg | http://img291.imageshack.us/img291/6441/diegothugtd8.jpg | ||
& now we'll need a skeleton to rig the mesh to: | & now we'll need a skeleton to rig the mesh to: | ||
The current skeleton shared among AI is on SVN in the model_src/ai_parts_mb svn folder called "tdm_rig_base.mb". | |||
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg | http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg | ||
Now that we have all we need to start, let's go on to Part Two: | Now that we have all we need to start, let's go on to Part Two: | ||
[[Advanced Character Rigging - Part Two]] | [[Advanced Character Rigging - Part Two]] | ||
Latest revision as of 20:33, 7 February 2008
Advanced Character Rigging with Maya 7.0
by ascottk
Introduction
Skip to Advanced Character Rigging - Part Two
Skip to Advanced Character Rigging - Part Three
For a brief overview of getting animated characters into Doom 3, go here:
Getting_Characters_and_their_Anims_into_Doom (you'll find the Maya 7 plugin here)
Behold! I bring you life, cretin!
Maya is a beast of a modeling program & it has a big learning curve. When you get used it, you'll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience & a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don't want, can be frustrating but those are the reasons for this tutorial!
First of all, here's a list of useful hotkeys:
- Alt + Left Mouse Button - Rotate the view port ("Tumble")
- Alt + Middle Mouse Button - Pan in the view port ("Track")
- Alt + Right Mouse Button - Zoom in the view port ("Dolly")
- F1 - Maya help (opens in a web broswer)
- F2 - Animation specific menus
- F3 - Modeling specific menus
- F4 - Dynamics specific menus (not very useful for Doom 3)
- F5 - Rendering specific menus (rendering current frames, texturing/lighting, etc.)
Need to know tools in Maya:
Outliner
Attribute Editor
Paint Skin Weights Tool referred to occasionally as weight painter . . .
This tool is the one you'll want to familiarize yourself with, especially the Replace, Add and Smooth functions in the "Paint Weights" rollout.
Of course we'll need a mesh to rig.
Enter Diego's Thug character:
& now we'll need a skeleton to rig the mesh to:
The current skeleton shared among AI is on SVN in the model_src/ai_parts_mb svn folder called "tdm_rig_base.mb".
Now that we have all we need to start, let's go on to Part Two: