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Week 1: Rigging Overview - Tentacle

Jason Martine 

Overview 

This week the lesson was to create a Model (basic tentacle), create a joint Chain, Skin mesh to joints, and add controls to the joints. At the end of the lesson a broad understanding of a basic workflow in how to create rig using Maya Software.

Modeling the tentacle (basic)

 

1.

1.png

2. Select the top Vertex then press B for soft selection, holding down B choose the size of the soft selection using right mouse.

2. Select the top Vertex then press B for soft selection, holding down B shoose the size o

3. then scaling the Z and the X

3. then scaling the Z and the X.png

4. 

4.png

 

5. Delete History After finishing the modeling. Edit, Delete by type and click History or Alt+Shift+D .

5 delete History, Edit, Delete by type and clck History or Alt+Shift+D ,.png

 

6. Adding the Skeleton, hold down X to aline with the Grid 

6.Adding the Skeleton, holddown X to alice with the Grid .png

 

7.Bind the skin. Selecting the Root Joint + Shift +selecting the Joint and then Skin, bind skin, reset and apply

7.Bind the skin Selecting the Root Joint + Shift +selecting the Joint and then Skin, bind

 

7a.

7a.png

 

8. Creating NurbsCircle... First Nurb Radius of 3 and then duplicating a second and third Nurbs scaling down the radius of it.

8. Creating NurbsCircle... First Nurb Radius of 3 and then duplicating  a second and third

 

9. With the Translated Move tool control selected, select the Nubs circle to hold down Keyboard V +Meddle Mouse select with a slice movement in the joints snapin the circle up to the place.

9. With the Translated Move tool control selected, select the Nubs circle hold down Key bo

 

 

10 Modify and freeze transform to zero down the valius in attributes

10 Modifi anf freeze transforms to zero down the valius in atributes.png

 

 

11. Linking the Rotation of the Nurbs with the rotation of the joints. Clicking in the Nurbs Root then Shift +Root Jt_root following the process like the picture 

11. Linking the Rotation of the Nurbs with the rotation of the joints.Clicking in the Nurb

 

 

12. Same process for the Joints but on Orient and not Parenting as the previous Rood Circle. Parenting(translations), Orient(Rotations)

12 Same process for the Joints but on Orint and not Parenting  Screenshot 2022-02-27 21-23

 

12a.

12aa..png

 

13. Parenting the controls - meddle to the root

13. Parenting the controls meedle to the root.png

 

13a. Parenting the controls - Top to the meddle.

13a. top to the meddle.png

 

13a. Parenting the controls - Top to the meddle.

13a. top to the meddle.png

 

14. Parenting the controls done.

 

15. Expression Editor - Copied the SelectedObjectAttribute to the Expression box and then added = sin(time*6)*60;

15.png

 

15a.                                                                                                        15b.

 

16. Adding a platonic solid to make the tentacle object. SubdivisionMode to Triangles and...

16.png

 

16a. ...subdivisions 2 and Radious 3.000.

16a.png

 

17. Tentacle Mash objects fixing when is off.

17. Screenshot 2022-02-28 00-10-16.png

 

17a. Tentacle Mash objects fixing when is off - Selecting Tentacle and then Group it (Ctrl+G). Go to Mash And click CreateMash Network.

17a. Screenshot 2022-02-28 00-10-59.png

 

17b. Tentacle Mash objects fixed.

17b.Screenshot 2022-02-28 00-11-18.png

 

18. Turning off the CachPlayBack, allows the Mash to work properly.                                                                                                        15b.

 

19.

19.png

20. Attaching the Tentacles Mash to the surface of the sphere. MASH connecting dragging with the meddle mouse to the ImputMesh

 

21. Created a Camera on the Grid.

21. Created Camera on the Grid.png

 

22. In Panels, perspective Camera1 view set. 

22. In Panels, perspective Camera1 view seted .png

 

23. In Arnoud, Light, Skydome Light added

23. In Arnout, Light, Skydome Light added.png

 

24. In AttribuiteEditor-aiSkyDomeLightShap1-SkyDomeLight Attributes- Exposure set to (-4000) and Samples to (2).24. in AttribuiteEditor-aiSkyDomeLightShap1-SkyDomeLight Attributes- Exposure set to (-4000) and Samples to (2)

24. in AttribuiteEditor-aiSkyDomeLightShap1-SkyDomeLight Attributes- Exposure set to (-400

 

25. Render Settings-Presets.- Import render Settings then click Default Settings

25. Render Sttings-Presets.- import render Settings then click Default Settings.png

 

25a. In render Settings also checked the Tab Arnold Render and then just close the Render Settings box.

25a in render Settings also checked the Tab Arnold Render and then just close the the Rend

 

26. Opened the ArnoldRenderView, on the tab View, TestResolution was set to 50%.

26. Arnold opened the Render View, in the tab viw teste the Resolution was seted to 50%..p

 

26a. 

26a..png

 

27. SpotLight Added, in Panels 

27. SpotLight Added, in Panels .png

 

27a.

27a.png

 

27b. Turned the scene around and Changed the Cone Angle to cover the entire scene.

27b. Turned the scne around and Changed the Cone Angloe to cover the entire scene..png

 

27c. Also added valiuns to the Penumbra Angle and Dropoff.

27c. Also aded valiuns to the Penumbra Angle and Dropoff.png

 

27d. Just below of the last step in Arnoud it was added 15.000 to exposure and Samples (2)

27d. Just below of the last stepe in Arnoud it was added 15.000 to exposure and Samples (2

 

27e. Selected back to camera viewing Panels and then it was added more value in the exposure of the SpotLightShape1 at the Attributes Editor

27e. Seleted back to camera viewin Panels and then it was added more valius in the exposur

 

28. Mash selected, in Attribute Editor-Mash2_ReproMeshShape-Arnold-Subdivision it was changed Type to Catclark and Interaction to (3)

28. Mash selecte, in Attribute Editor-Mash2_ReproMeshShape-Arnold-Subdivision it was chang

 

29. AssignNewMaterial-Arnold-aiStandartSurface.

29. AssignNewMaterial-Arnold-aiStandartSurface.png

 

30. In Subsurface it was added (0.961) to Weight, type changed to RandomWalk.

30. In Subsurface it was added (0.961) to Weight, type changed to randomwalk.png

 

31.

31.png

 

31a.

31a.png

 

31b.

31b..png

 

32.

32. Base-Color.png

 

32a.

32a..png

 

33. Skydome Visibility camera set to 0.

33. Skydome Visibility camera set to 0.png

 

34. Render settings, it was added (4) to ArnoldRender in Camera AA and (3) to SSS .

34 Render settings, ity was added (4) to ArnoldRender in Camera AA and (3) to SSS .png

 

35.Click in aiAtnosphereVolumeVolume in RenderSettings.

35.Click in aiAtnosphereVolumeVolume in Render Settings.png

 

35a. Density to 0.200 and color light blue.

35a. Density to 0.200 and collor light blue .png

 

35b. Change exposure down to 15.872 at the attributes of the SpotLight.

35b. Change exposure down to 15.872 at the atrinutes of the SpotLight.png

 

35c.Back to aiAtmosphereVolume and changed the Density to 0.020.

35c.Back to aiAtmosphereVolume and changed the Density to 0.020.png

 

35d... and colors...

35d and colors.png

 

35e. ..playing around with the colors...

35e. playing around with the colors.png

 

36. skydome camera visibility set to 1.000.

36. skydome camera visibility set to 1.000.png

 

37. SkyDome Color changed...

37. SkyDome Color changed.png

 

38. AiAtmosphereVolume Density to 0.040.

38. AiAtmosphereVolume Density to 0.040.png

 

Lesson week 1 basic tentacle modeling, creating a joint Chain, Skin mesh to joints, and adding controls to the joints. 

Final result - Vegan Virus 

Week 2: Joint Creation - ROBOT

Jason Martine 

Overview 

This week the lesson was to make our own Joints in Maya, to the robot below..

Rigging Lesson

 

1.

Screenshot 2022-03-03 16-13-02.png

Week 3: SKINNING - ARM

Jason Martine 

Overview 

Lesson general notes : 

This week we overlooked to PaintSkinweightsToll

 B Scale Brush

N Intensity

Shift Smooth

Ctrl Paint reverse

In Select

Windows/General editors/content Browser - To get obj and creatures etc

Discord.com

After the anime action the joints fo to Rigging mode, Skin, bind skin and apply and close

Right-click in the Mesh select the paint mode

LocK the entire Joints

SelectMode using the tool settings box of the PaintSkinweightsToll, in vertices select the entire arm with the shoulders open 

Add light and rendering

Spotlight

Ps In render settings do the atmosphere ... after applying it right-click in the name and break the connection

Cartoon rendering and  tonemap...

 

1. Jt_ROOT selected and Shift select the Arm, go to SKIN-BindSin, click in the Box to acces BinSkinOptions, click in Edit, ResetSettings and then BindSkin to apply. 

1. Jt_ROOT selected and Shift selecte the Arm, go to SKIN-BindSin, click in the Box to acc

 

1a. The arm should be attached to the Joints to be able to animate it. 

1a. The arm should be attched to the Joints to be able to animate it. .png

 

2. Animated arm and fingers. Here is a exemple how to close hands animated

2. Animated arm and fingers. Here is a exemple how to close hands animated.png

 

3. Select, Grow, then, Press G to Grow to expand the selection of the Vertices.

3. Select, Grow and the Press G to Grow to expand the selection of the Vertices.png

 

4. Workflow using Modify and Shrink to paintTool the fingers. 

 

4a.

 

5. Using Smooth Paint Operation.

 

6. Selecting, PaintMode, In PaintOperation Replace, check Value, and then Flood.

 

Final.

Week 4: Rigging Controls Robot - MKII PT 01

Jason Martine 

 

1. Adding mocap data to the robot.

assignment 1

Jason Martine 

 

2. started with a Cube subdevied widht (2). 

2. started with a Cube subdevied widht (2). .png

 

3. Face selected, deleted the left side

3. Face selected, deleted the left side.png

 

3a.

3a.png

 

4.DuplicateSpecial

4.DuplicateSpecial.png

 

5. ResetSetings

5. ResetSetings.png

 

6. Selected Intance and change the ScaleX to -1 duplicateSpecial, duplicating it to the left side.

 

7. Shift+RBC, InsertEdgeLoopTools 

7. Shift+RBC, InsertEdgeLoopTools .png

 

8. Scaled the added looped edges

8. Scaled the added looped edges.png

 

9. Create, curveTools, CVCurveTools to create a curve line in the RightUperBody of the Robot

9. Create, curveTools, CVCurveTools to create a curve line in the RightUperBody of the Rob

 

10. Snaped to Grids. To center the curve.

10. Snaped to Grids. To center the curve..png

 

11. Create, NURBS Primitives, Circle

11. Create, NURBS Primitives, Circle.png

 

11a. Positioned the Nurbs at the center of the curve, RotateZ to 90. 

11a. Positioned the Nurbs at the center of the curve, RotateZ to 90. .png

 

12a. Select the Nurbs and the Curve and then in Surfaces click Extrude.  

 

12b. Edit, DelteByType, History, to unconnect the curve and Nurbes from the object, so it can be deleted 

 

13. Edge mode, selected and adge, ToolSettings , Mesh, selected Connect to create more edges

 

13a.Shaping the robt in Vertices Mode

13a.Shaping the robt in Vertices Mode.png

 

14. Cylinder, subdivided by 16, celected faces and extruded. A second Cylinder placed inside the mecanism, then Meshi, BuBulians and then Diference.

14. Cylinder, subdivided by 16, celected faces and extruded. A second Cylinder placed insi

 

A. Centimeters set to work with the real world mesurments..

2. started with a Cube subdevied widht (2). .png

 

b

 

C

 

D

Screenshot 2022-04-10 23-35-47.png
Screenshot 2022-04-10 23-36-06.png
Screenshot 2022-04-10 23-36-23.png
Screenshot 2022-04-10 23-36-32.png

 

Rigging

Screenshot 2022-04-09 21-31-45.png
Screenshot 2022-04-09 21-37-20.png

 

Final

WEEK 9 BLENDSHAPES

Jason Martine 

BLENDSHAPE INTRO 

1.png

BLENDSHAPES COMBINATION TARGET

Screenshot 2022-04-29 07-47-16.png
Screenshot 2022-04-29 07-47-38.png
Screenshot 2022-04-29 07-51-21.png

BLENDSHAPES CONTROLS POSE EDITOR

Screenshot 2022-04-29 12-17-01.png
Screenshot 2022-04-29 12-17-12.png

BLENDSHAPES EYE LID

1.png
2.png
3.png
1.png
4.png
4.png
5.png
6.png
7.png
8.png
9.png
10.png

BLENDSHAPES POSE EDITOR

1.png
2.png
3.png

BLENDSHAPES SHAPE EDITOR INTRO

1.png

MOUTH RIG CONTROLLERS

1.png

assignment 2

Jason Martine 

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