Adverti horiz upsell

"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

License
$99.00
(qty: 1)

  • Check 16 Future Updates Included
  • Check 16 Highend3d Quality Checked
  • Check 16 Purchase Guarantee
  • Check 16 Support Included

Compatibility

  • 2019, 2018, 2017, 2016, 2015, 2014

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:10/02/2013
Last Modified:03/25/2023
File Size: 323 KB

Q/A

Pose Space Deformation and RRM

Date:10/28/2018
Submitted by: Scorpion_laz Scorpion_laz
Hello Dustin! Hello dear friends and followers!
 
I’d appreciate if you could give some tips about pose space deformation. Preferably in regards to the new Pose Editor from Maya 2017. 
 
Shame on me, but I don’t understand, which joints (or controls) from RRM are supposed to be the drivers for the pose deformation. A tutorial would be helpful. The most tricky one is probably the hip joint. 
 
Obviously, the corrective shapes should work regardless of the IK/FK settings.

Replies to this question:

  • Dustin Nelson

    Dustin Nelson said about 6 years ago:

    You should always use the skinning joints as your inputs for pose space deformation, because the controls do not necessarily represent the pose (for example the orientations of the FK controls can be in a very different place from the joints when the character is in IK mode). If you are using the single hierarchy joints, use those as your inputs. Basically whatever joints the mesh is skinned to is what you should use in your PSD.
     
    -Dustin
  • Replyindent
    Scorpion_laz

    Scorpion_laz said almost 6 years ago:

    Thanks, Dustin!
    I’ll try that as soon as I’ll get the next opportunity.

Post a reply: