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The first video in chapter one will act as an introduction to Maya's DG and DAG nodes. Maya's node-based architecture is discussed and the user is shown how to create advanced connections. |
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Maya's joint tool is discussed in detail. Kiaran will guide the user through the often misunderstood concept of joint orientation. After learning about how to properly orient Maya joints, the user is shown a trick for placing joints in a perfect line. |
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The concepts of inverse and forward kinematics are discussed in detail. The user is shown all three of Maya's different IK solvers. The single chain, rotate plane and spline IK solvers are demonstrated and discussed. The concept of an IK/FK switch is demonstrated on the Goblin creature. |
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To create creature rigs that are much more user friendly, this video will show the user how to create and connect iconic representation. |
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In order to ensure a smooth creature pipeline, the problem of hypergraph organization is discussed. Other pipeline issues are addressed including problems associated with animation transfer and multi-resolution rigs. |
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This tutorial video covers the creation of a no-flip IK knee rig. This type of setup creates a pole-vectorless IK leg setup with no flipping and better control. |
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This tutorial video demonstrates the process of creating a classic IK/FK switch. The user is shown how to rig a three joint chain setup that creates smooth blending from IK to FK. |
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This tutorial video introduces the concept of a reverse foot setup. This setup enables an animator to control the motion of a foot controlled with inverse kinematics. The setup in this video uses a hierarchy of null group nodes to create a system of control. |
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This tutorial videos demonstrates a setup that can be used to simulate the complex interaction between the radius and ulna. The advantage with this setup is that it is very simple, easy to setup and very easy to use. |
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In this video, Kiaran will guide users with no experience in MEL scripting to bring them up to speed. You will be introduced to the concept of a command, a variable and MEL procedures. |
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As the first full MEL demonstration, this video covers the creation of an auto-rigging script that will create an IK/FK leg with a reverse foot. Users are shown the basics of organizing a script into a procedure. New MEL programmers will be interested to see how basic concepts like variables, arrays and procedures can be combined to create a truly powerful, production ready auto-rigging solution. |
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In this tutorial, Kiaran will introduce the concept of a stretchy joint chain. Users will be shown how to use a MEL expression in conjunction with a distance measure tool to create a joint chain that will stretch. |
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This tutorial will act as an introduction to utility nodes. Users who are unfamiliar with utility nodes will be shown how to simulate the MEL expression from the previous video using only utility nodes. No MEL expressions or measure tools are used. |
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This tutorial demonstrates how to use the cgTkStretchyIk.mel script. This script will enable setup artists to create a utility node-based stretchy IK chain with the click of a button. |
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This tutorial demonstrates the process of creating a stretchy IK/FK spine rig. This spine setup uses a stretchy spline IK solver and a MEL expression to control the twisting motion. |
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The second MEL demonstration covers the creation of the cgTkStretchyIk.mel script. In this videos, users are introduced to a multiple procedure script file that utilizes vector data types and basic vector maths to create a stretchy joint chain . |
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The first video in chapter three introduces the user to dynamic joint chains. Kiaran demonstrates how to use Maya Unlimited's Hair dynamics to affect a joint chain. This setup is the foundation for the cgTkDynChain.mel script. |
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In this exercise, the user is guided through the proper use of the cgTkDynChain script file. This script will automatically create a hair driven dynamic joint chain. |
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In the third video in chapter three, Kiaran will show you how to rig a dynamic joint chain using a spline IK solver, and Maya's soft bodies. To keep the entire chain together and facilitate the attachment to a rig hierarchy, the user is shown how to create soft body springs. |
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This dynamic joint chain is very similar to the setup from the previous video with the exception of not using springs. This chain is held together using goal weights. This tutorial demonstrates how goal weights can be used to create a floppy antenna. |
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Like the previous tutorial, this one creates a floppy antenna but it does so using Maya's jiggle deformer. Users are shown how to apply the deformer to a spline IK setup and then adjust the behavior of the jiggle CV's using the component editor. |
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This video is an excellent demonstration of the power of MEL expressions. Kiaran will guide the user through the process of programming a joint chain to behave like a piece of seaweed. The resulting animation is completely procedural and can be adjusted with ease. |
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In the third MEL scripting video, the user will be guided through the inner workings of the cgTKDynChain.mel script. This script is somewhat more complicate from the script in chapter two. Users will be show how to create advanced connections and be given insight and tips on how to integrate their processes into the Maya environment. |
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The first video in chapter four will show users how to model and apply facial blendshapes. This video demonstrates the proper use of Maya's soft modification and polygon sculpting modeling tools. Users are also shown how to use a script to mirror blendshapes, effectively reducing the amount of modeling work by half. |
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Users who are curious about how to accurately place the joint for the face will find this video particularly interesting. After using a custom script to aid the eye joint placement, Kiaran will go on to demonstrate some work flow ideas for painting jaw weights. Users will be shown how to create a fleshy, organic, jaw quickly and easily. |
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This video begins by guiding the user through the Zuckafa character's facial interface. After discussing all of the rig's features, Kiaran demonstrates how a soft-curve interface is created. |
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A soft eye rig can greatly enhance the believability of a creature's facial animation. This video demonstrates how to create a setup that will bring the eyes to life. Users are shown how to connect an interface to joint and blendshapes via MEL expressions and set driven keys. This is all done with the help of MEL to automate the process. |
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In this video, Jake Callery demonstrates how to use the MEL script from chapter five. Users will see how to quickly and easily save out an animation file for a creature rig, load the animation file and copy animation between characters. Jake gives users an inside look at a custom file format and the inner workings of the animation copy script. |
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The first video in chapter six introduces users to the basic concept of pose space deformation. Users are shown how to prepare a create mesh for use with the cgTKShapeBuild.mel script file. This allows the setup artist to sculpt corrective fixes for any pose. Users are then guided through the process of setting up these shapes and attaching the interpolation of the correction to the rotation of a joint. |
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Pose space deformation relies on being able to accurately describe a pose. This is simple for a single axis joint, but things get more complicated on complex joints like wrists and shoulders. IN this video, Kiaran provides a solid explanation of the problem and provides a solution in the form of a MEL expression. |
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As a practical example of pose space deformation, this video provides an insightful look at the creation of an inter-flesh collision. The user is guided through the process of setting up Dassak's calve to bulge and compress when squished against the thigh . |
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The last video in chapter six provides a full, production ready, solution for creating dynamic fat and muscle jiggle. The Dassak creature is first rigged with jiggle joints, then these joints are made dynamic. After finessing the behavior of the dynamic deformations, the entire effect is baked out using cgTkDynChain.mel . |
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