x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to add a mesh to the default model in A.R.T?

Hi I am learning to animate in Maya and after watching the animation rigging toolkit tutorials they shown me how to set up a default skeleton. I don't want it be the default grey model and instead use my own mesh. I have downloaded a mesh online but to animate it I need a skeleton so I am completely confused on what to do. I have the skeleton I need and the mesh I need but I am wondering how I combine them. Please give insight.

Product Version: Not Selected
Tags:
more ▼

asked May 18 '14 at 10:22 PM in Everything Else

avatar image

brycem24
41 12 17 20

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Hey there!

My workflow for this is simply to open up your mesh, and then begin creating your character using the tools. When you get to the deformation setup tab, you'll then need to paint skin weights on your model to bind it to the skeleton, and then you can build the control rig from there.

Some good settings to use for super fast default weights are:

  • bind to selected joints bind method:

  • closest in hierarchy skinning method

  • classic linear normalize weights

  • interactive dropoff rate 400 <-- This is the big one that will give you really clean lines of separation between the joint weights.

Hope that helps!

more ▼

answered May 20 '14 at 07:31 PM

avatar image lumbabumba Jun 11 '14 at 06:28 PM

For me the bind method selected joints does not work. When checking the influences, only the root joint is there. Joint hierarchy is working but messing up my model. I really dont know why I can't use your setup.

avatar image Naveed Aug 21 '16 at 04:05 PM

Can you really do 400 'Dropoff rate' or did you mean '40.0'?

avatar image Jeremy Ernst STAFF Sep 12 '16 at 07:52 PM

yeah, that is correct. I'll edit that!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Hey brycem24 -

After dealing with the Joint Mover you move ahead to the Deformation Setup, at this point you will want to select the generated skeleton and your character mesh and in Maya under Animation Menu >> Skin >> Bind Skin >> Smooth Bind. This is the same way you would connect any skeleton to any mesh in Maya. Make sure your Smooth Bind options are set to Interactive for Normalize Weights. You should then be able to continue using the ART and painting your vertices before making your final control rig.

Thanks

-Eric Ketchum

more ▼

answered May 20 '14 at 08:31 PM

avatar image

Lovecraft_K ♦♦ STAFF
36.7k 702 260 736

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question