Posts Tagged 'Rigging'

Rigging for Retargeting in Unreal Engine

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Unreal has a specific joint naming convention that will speed up retargeting animation if that is part of your pipeline.  You would do well to rename your skinned skeleton to match Unreal’s naming convention.  I have listed the naming convention below.  As naming conventions go, its not that strong.  You will notice that it does not follow traditional naming convention rules in that there is not a standardization in capitalization but whatever.

Center bones:
Root
Pelvis
spine_01
spine_02
spine_03
neck_01 – one might assume that because this ...

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Maya’s Plus Minus Average Node Explained From a Rigging Perspective. Python

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The Autodesk documentation on the plus minus average node is atrocious, so I though I would make some notes about it in case somebody else is also confused.

Also, these nodes are frequently used in rigging, probably more than they are used in shading networks, but they are written for shading networks and the documentation assumes that is how you are using them so they can be confusing to look at for their rigging potential.  Just for the record I think ...

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Create Null Above Object, Constrain Null To Secondary Object, Control Constraint With Attribute on Original Object, Maya, Python Script

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I frequently have to have an object follow another object but that original object still has to be able to be controlled in the “local space” of the parent object, but then sometimes be independent of the parent object.  Think an IK hand control.

Anyway, I have to do this so often that I thought I would write a script so I never have to do it again.

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