#1976 05-04-2012 1:40 pm

wolfor
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Re: 11 Second Club Rig

I have maya 2009, 2011, 2012 and 2013 installed and no problems with error messages like that (*knock on wood*) but the not zeroed out position of the rig is my mistake. I just plainly forgot to set it back to 0-0-0 before saving it lol

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#1977 05-04-2012 4:13 pm

katana
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Re: 11 Second Club Rig

wolfor wrote:

I have maya 2009, 2011, 2012 and 2013 installed and no problems with error messages like that (*knock on wood*) but the not zeroed out position of the rig is my mistake. I just plainly forgot to set it back to 0-0-0 before saving it lol

What???! You forgot to do something with the rig? Shame on you ! ROFL!


Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"

http://artofchrisdonnelly.blogspot.com/

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#1979 05-14-2012 4:02 am

ccamiranda
Registered: 05-12-2012
Posts: 2

Re: 11 Second Club Rig

Ok so perhaps this has already been answered or maybe not, but when I open the rig, no matter how much I try to customize the skin layer, I keep getting this...

http://i30.photobucket.com/albums/c306/MERCHaven/ScreenShot2012-05-13at85906PM.png

Is there anyway out of this? And I notice in the advanced tutorial the rig seems to have more facial controls for micro expressions, but the one I downloaded off the site under the most recent installments of the Eleven Rig (1.2) those are not there on mine anymore...

http://i30.photobucket.com/albums/c306/MERCHaven/ScreenShot2012-05-13at91033PM.png

Sorry again if this was already answered but I tried reading back til the most recent installment and haven't seen much on it. Thanks again for your time

Last edited by ccamiranda (05-14-2012 4:12 am)

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#1980 05-14-2012 8:20 am

wolfor
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Re: 11 Second Club Rig

Hi!
Glad that you watched my advanced tutorial smile
For the skin, that's containing a layered texture so you can adjust eleven's skin color, but if you try to open that in viewport2.0 or not have the texture paths loaded, the skin comes out pitch black. If you want to get past that, reconnect the texture file directly to the skin shader while bypassing the layered texture node.
About the facial tweakers, you have to turn them on by setting face deformervis to 1 on the global scale control (the main one on the ground). I am pretty sure I mentioned that in the video, too?

Have fun!

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#1981 05-14-2012 9:14 am

ccamiranda
Registered: 05-12-2012
Posts: 2

Re: 11 Second Club Rig

Ok great, ya got it to all work out, thanks a bunch!

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#1982 05-16-2012 3:05 pm

RockstarGamesRocks
Registered: 01-29-2012
Posts: 425

Re: 11 Second Club Rig

How do I get the FK to work properly, I switch to FK from the 'Lower Arm Ik Fk State' on the 'elbow IK control' and it doesn't work properly. I get a control that when rotated doesn't act like FK.

I want to change the whole arm to FK. Any help?

Last edited by RockstarGamesRocks (05-16-2012 3:05 pm)

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#1983 05-16-2012 3:14 pm

wolfor
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Re: 11 Second Club Rig

Hi!
If you select  the global scale control on the ground, you can set the the arm to FK by changing I think it's called Arm IK state (I think, don't have maya running atm). That way you'll have FK. The handle you've tried is a) only for the elbow pin feature and b) still experimental.
You could also watch the two tutorial videos, this has been covered there.

Cheers!

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#1984 05-16-2012 3:30 pm

RockstarGamesRocks
Registered: 01-29-2012
Posts: 425

Re: 11 Second Club Rig

There are two attributes called  L Arm FK Space and R Arm FK Space, I changed them from 'global' to 'chest' and nothing happens. Could you link me to the two videos? If it doesn't work, I'll let you know.

Thanks.

Last edited by RockstarGamesRocks (05-16-2012 3:36 pm)

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#1985 05-16-2012 3:50 pm

wolfor
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Re: 11 Second Club Rig

that's only the space the FK controls operate in. Setting them to chest is a good idea. But the switch is not called like this. It's called IK arm state or something similar.
The videos are linked on the 11rig blog you downloaded the rig from smile

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#1986 05-16-2012 5:02 pm

RockstarGamesRocks
Registered: 01-29-2012
Posts: 425

Re: 11 Second Club Rig

I got it now. I'm a beginner and I'm creating ten different poses and I feel right at home with this rig. Great rig, thanks!

Last edited by RockstarGamesRocks (05-16-2012 5:02 pm)

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#1987 05-16-2012 5:33 pm

wolfor
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Re: 11 Second Club Rig

Awesome! Glad you like it, and don't be shy to ask any question if any more should arise, the only dumb question is the one that hasn't been asked big_smile

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#1988 05-16-2012 7:08 pm

RockstarGamesRocks
Registered: 01-29-2012
Posts: 425

Re: 11 Second Club Rig

Will do. Thanks.

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#1989 05-17-2012 9:49 pm

katana
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Re: 11 Second Club Rig

I have completed the body rig for the Max 11 version.

I found after having to pick up the project again, to start from the beginning as I had learned a few things since then and I wanted to change a little of the inner mouth geo...

More to follow.

http://img.photobucket.com/albums/v112/katana2665/Max11Rigwip-2.png

*Edit 5/19/2012

  Will the body rig completely finished now I have moved to the head. One of the things that bothered me was the lack of an eye socket. The space between the head and eye, while not noticeable from a distance, is seen in close ups. So I added some geo here. Also the lack of a definitive brow when I was working on this project last year needed a bit more love as well, so i pulled out that area slightly.

http://img.photobucket.com/albums/v112/katana2665/Max11Head.png

I have added a Cam_Gui for those who like to work with a side by side setup, and am now working out my facial controls again.

Last edited by katana (05-19-2012 2:21 pm)


Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"

http://artofchrisdonnelly.blogspot.com/

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#1990 05-20-2012 9:48 am

sandy_maith
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Re: 11 Second Club Rig

Hi wolfor
noticed some issues and here they are
1. The green helper objects on the eyelids stop working when ipr is open..this has happened always..
2. Eyeballs still pop out at extreme poses...this is mostly not visible in viewport but in render.                                        http://postimage.org/image/726xryk1v/
3. If i move the cheek dummies up and rotate the eyeballs down, the lower eyelid pops down in a strange way.

I'll post some animations soon. This is on maya 2012 sap1
cheers

Last edited by sandy_maith (05-20-2012 10:40 am)

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#1991 05-20-2012 11:43 am

wolfor
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Re: 11 Second Club Rig

@katana: awesome! I really appreciate this big_smile

@Sandy:
1) what do you mean by ipr? Do you mean this age old method of previewing a render? Does anybody still use this? I'm shocked. tongue
2) this image looks to me like you didn't up the head's resolution for the render. Since the eyes are NURBS, they are, opposed to the polygonal head, being subdivided when rendered.
3) I have to test that. Gonna be back later on. big_smile

By the way, please update you Maya to the newest service pack. The older ones have known issues with the eleven rig. You can freely download this from the Autodesk website.

Last edited by wolfor (05-20-2012 11:45 am)

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#1992 05-20-2012 4:41 pm

sandy_maith
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Re: 11 Second Club Rig

i'm a maxer and not much known to maya..i just know how to animate inside maya.......yes i use ipr to preview as this is all i know to do that..has something changed??..pls tell me if there's a better way.
Subdivision did help but not fully...the problem is still there.. (body smooth value=1)

:-)

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#1993 05-20-2012 4:47 pm

wolfor
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Re: 11 Second Club Rig

sandy_maith wrote:

i'm a maxer and not much known to maya..i just know how to animate inside maya.......yes i use ipr to preview as this is all i know to do that..has something changed??..pls tell me if there's a better way.
Subdivision did help but not fully...the problem is still there.. (body smooth value=1)

:-)

Yes, that's because there is a face smooth attribute as well (on the head controller). I never used ipr at all because all I render usually is fast enough so I don't need a preview. And, IPR only works with maya sofware renderer, right? Another minus for IPR. I now mostly use viewport 2.0 instead of rendering, but that one has issues with displaying the layered textures of elevens body and face. You would need to reconnect the textures accordingly.

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#1994 05-20-2012 6:24 pm

sandy_maith
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Posts: 56
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Re: 11 Second Club Rig

The problem still persists wolfor...i've marked the problem areas....there are some more issues after i used smooth.

http://postimage.org/image/5bewr8bad/

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#1995 05-20-2012 11:51 pm

katana
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Re: 11 Second Club Rig

Do those spots show up in viewport? Or just in IPR?


Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"

http://artofchrisdonnelly.blogspot.com/

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#1996 05-21-2012 7:42 am

sandy_maith
Participator
From: Mumbai
Registered: 09-17-2007
Posts: 56
Karmojo: 8

Re: 11 Second Club Rig

ipr and render both....but not in viewport....is it a shader issue??

Direct Link

          ............chk the spots on the bald guy's tshirt

Last edited by sandy_maith (05-21-2012 7:47 am)

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#1997 05-21-2012 8:34 am

wolfor
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Re: 11 Second Club Rig

Hmm, too bad. I've never seen that the eyes crash through the lids in these standard positions. I have to take another look at that as soon as I've got some time for it, right now, I'm really packed up over my head with work, so this might take a while. What you can do though, is animate the crash correction attribute that is on one of the eye controllers, that scales down the eyes a bit so the eyes don't come crashing through the lids anymore.

About the spots on the body, that's because eleven's body shader is applied to polygon selections (that was not my doing big_smile), and maya can't handle these selections if the body is smoothed. I am also looking into that, in the meantime, you might want to reconnect the shader to the body parts after you set the bodysmooth to 1.

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#1998 05-21-2012 9:17 am

katana
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Re: 11 Second Club Rig

Personally I think you have flipped normals for the black ones and polies that need to be reassigned to for the colored ones. I also thought for a moment that you had two copies of the character (one on top of the other).


Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"

http://artofchrisdonnelly.blogspot.com/

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#1999 05-21-2012 9:35 am

wolfor
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Re: 11 Second Club Rig

no flipped normals as far as I can see... these are just colored polys from the shoe or pants shader.
The think that works for me is: you rightclick on the shirt's shader and execute 'select objects with this material', and grow the selection with the '<' key (or was it '>' ? I can't remember this) for one or two polygon rows. After that, you make the selection smaller by the same amount with the '>' key, rightclick on the shader and execute 'assign material to selection'. This should get rid of this problem. big_smile

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#2000 05-21-2012 11:24 am

RockstarGamesRocks
Registered: 01-29-2012
Posts: 425

Re: 11 Second Club Rig

Could somebody tell me where the 'Scale Hand' attribute is. I've used it several times but I just keep forgetting where it it is located. Thanks.

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