The rig as you see it by the end of this session, plus a little bit of crud cleaned out, is now available at
If you’ve fallen behind but still want to nodel with me, now you can catch up. Or just take it apart 🙂
Season 00 Day009 Stream – Applying Math to Fix Components
“Building upon the theory established the previous day we can now flatten the rig hierarchy some more to extract the pedals from their FK only position, and complete the transform for the staff to inherit rotation.”
Rigging Dojo Notes
- Why not make everything flat? While keeping the controls not in a deep hiearchy helps with flexablity but making a flat “component” limits the amount of control you get out of the component, in Maya you can always get worldspace from a node so making everything worldspace/flat you loose any local data you get from a hierarchy.
- Fix the rig:
- Graph from the output or forward from the input of the component to start walking the graph and troubleshoot the rig.
- Matrix multiply pedals_M_staff_ctrl by pedals_M_staff_ctrl_srtBuffer (order matters)
- decompose the matrix and and drive the rotation of the staves_srt to fix the current rig bug.
- Fix IK control
- To get the IK FK blend, need to make sure both are in the same space
- Here Raf blasts away chunks of the rig instead of trying to fix or figure out what they were doing.
- He explores getting the pedals_M_ikPedals_projectedAngle_fnode hooked up to the same space as the FK driver.
- There is some discussion as he rehooks up the nodes so it is a good point to watch from here
- Tips: expression vs. nodes? try both and see what is faster in your rig but stay away from Python Nodes so they don’t play well with parallel.
- If you name the attribute FK IK switch, then that is the order it should blend in, pay attention to those details.
- *Q: do you alias attributes? No Raf hates them and it complicates things later on, don’t bother.
- Some left over logic nodes from past videos Raf hooked the nodes back up to the animBlendNodeAdditive weights to hook it back up like before.
Question: What about rigging like this with so many nodes vs. constraints etc, does it become complicated, but the point of this is to learn to rig with CLEAR input and Output of each component. It is easier to refactor for complex rigging.
Maya needs compound nodes (if they do) this style of rigging will scale better as it gets more complex (parallel processing for Maya)
Request: Node editor: let us grab a connection line and drag duplicate to another node for connection instead of having to click on the source node and drag the connections.
- We want to drive the rotation of the pedals srtBuffer much like we just created the blend for the IK and FK system for the staves
- Want the pedal to stay world align spin but follow (translate) with the staves.
- Taking the rotation from the IK/FK animationNode blend output in to a new composeMatrix (New node)
- The pedal jumps to be offset from the world center, correct as it is but it must get fixed
- another composeMatrix
resist cheating by using another node that isn’t an output
- take animblendNode rotate X from IKFK into the composeMatrix and the Z from decompose from the pedals_M_staff_ctrl_buffer and translate from pedal_M_staffworldtx_fnode
- Order matters in your matrix multiplication as you correct for the offset
- Test and debug with the rig in an off axis pose so you can see and catch problems early
RDNotes:At this point in the video, Raf has to explore and troubleshoot the graph- he knows what he is doing and build the graph and still hits a problem. This is how rigging goes, it isn’t a perfect straight path to a working rig. This is what the job is, and worth watching how it works through how to fix the problem.
….to be continued in the next stream
Scene used to display the functions is available at:
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