Not much new to this version, except:
The eyes don't act strangely anymore when the head is tilted.
I added some tweakers for the mouth corners (can be seen when the Face Deformers are activated), but they are, opposed to the other facial deformers, currently only translatable. I have also not really tested them so if anyone tests them and might want to let me know if they are working okay, I'd be really glad.
I just noticed that this feature is currently only working in Maya 2011 and above, but I'll have a look at that later.
The third thing I changed is to make some more of the bodily Joints unselectable, so you don't accidentally select and key them, which does lead to unpredictable results that might mar your experience with this rig.
There is still one joint in the face that is selectable, so please set the viewports to make joints invisible before working, it will save you a lot of trouble.
I am still in the process of changing some deformations in the crouch area, and setting the clothes "textures" so they don't create any problems when increasing the body's tessellation.
Cheers!
Wolfi
Why am i not able to move the arm ?
ReplyDeleteI have no idea. have you tied your belt over it? Is someone holding it? But you aren't paralyzed for some reason?
Deleteno seriously i just read this commend and this guy has a point. i'm not able to move the arms either.
DeleteI'm sure he was serious. But I can't do anything with such a general statement without any information attached to it. Are you using Maya 2012? Have you upgraded to the newest service pack?
DeleteIn maya 2012 (with no service pack updates), using the elevenrig_v1.2, the arms will not move when using the arm controls. In IK, nothing moves. In FK, the arm bones move, but the mesh does not.
Deletehope this helps!
Hi!
DeleteThanks, yes, this issue is well known. Upgrading to a newer service pack resolves this issue, though. (see my post on the bugtracker for that, too: http://elevenrig.blogspot.de/p/bugtracker.html)
Thanks for the updates and ongoing development of this rig, it's much appreciated :)
ReplyDeleteOne area I suggest needs some changes are the rotation orders of most of the main controls.
Right now the body_control and both main IK feet control and head all have bad rotation orders that will put the character into immediate gimbal lock if the character is rotated left or right 90 degrees.
Hi!
DeleteYou mean after rotating the character or the controls? I'll have a look at that :D
Hi again!
DeleteI had a look, and it would be most practical to set the rotation orders of all those controllers to zxy. I will change that with the next update. Thanks for the heads up!
I'm noticing kind of a major problem with the FK arms.
ReplyDeleteFor some reason only one of the arms will act like it's gimbal locked. When no keys are telling it to do so.
While I do have the character rotated at 90 degrees at one point. At the time of the actual movement it's normal 0 in the world.
The left FK forearm moves great and as expected. The right forearm just goes ballistic if you rotate it in certain directions (like towards the head)
Hi!
DeleteI'm just trying to reproduce your error, but am only partly getting at what you mean. you rotated the pelvis by 90° and then rotated the arm toward the head? This produces gimbal lock, if the FK arm's space is set to global. You might probably want to set it to 'chest' on the global scale controller for now, this should fix the issue, and I'll look into this as soon as I can. Sorry for that, and thanks for the heads up!
At one point in the animation, he was rotated 90, but not by the global controller. I'm going to try the set to chest and see if I run into any issues, I appreciate it very much that you gave this solution, I can get back to work now, heh.
DeleteIt seemed to easy to be true, heh.
DeleteWhile the "set to global" did help for the point direct to the head. Any rotation in the Z axis causes it to break itself again.
At the start of the Z axis rotation, the keys are 0,125,0. So it can't be gimbal locked there.
What is so curious is that the left arm works perfectly fine for the action, so it might be an orientation problem with the joints?
But I do appreciate you looking into this. I have a few animator friends doing the same.
In this case, we might talk about some different problem here... Because I have both FK arms doing the same gimbal lock specific curve when rotated towards the head, for example. Did you change the rotation order? I've tried that, but that just messed everyhing up. I think this problem comes from me having, for some reason that I currently can't remember, having connected the rotation values of the controller with the ones of the arm bone.
DeleteBut what bothers me is that I've been rotating the character all over the place on my last animation, and with the FK arms space set to chest, no gimbal lock or any other weirdness arose. Maybe you have to reset the values before it works.
Perhaps I could send you my scene? I've had several people look at it. Each time they say they fixed it, but I still can't move the arm without gymbal locking it for no reason. (The rotations never get above 150, and never below 0) I'm kinda pulling my hair out and a shed away from just switching it to IK so I can get it done.
DeleteHello,
ReplyDeleteI was hoping to ask you one of the issue I came across while using the Eleven rig.
I noticed the texture of the rig wasn't showing up properly on my shot.
I am suspecting it might something to do with having two characters in the scene both referenced from the same rig modified to look different, and the texture is clashing.
If so do you know any way to fix this?
Please let me know,
and thank you so much for the awesome rig!!
Thanks
hi anonymous!
DeleteI'm sorry I can't be of much help, but "not showing up properly" is kinda vague, don't you think? Could you be more precise? Have you already adjusted the texture path so maya can actually find the texture?
thanks a lot!
ReplyDeletecannot move the arm. the controler for arm do not work. why?
ReplyDeleteHmm. I always like these general reports. This is like going to a garage and telling them your vehicle doesn't start. Did you read this:
Deletehttp://elevenrig.blogspot.com/p/bugtracker.html
are you using an ATI graphics card?
Since everybody else is able to move the arm, I guess this are the only possible reasons I can give.
What a great model u have thanks a lot for ur share!! :D
ReplyDeleteDude, the reason the responses are general is because it is just plain BROKEN. Obviously not everybody else can move arm since there are multiple comments in this thread that the IK arms do not work. I open the file after downloading and when i move the wrist IK control nothing happens. It lets me turn on FK just fine but switching to IK it does not control.
ReplyDeleteIn addition could the knee pull vectors be moved outward by default? The second i go to pose the character the knees go weird because the pull vectors are directly where the knees are, not where they need to point. The rig is also translated -7 in the x upon opening the file. Just an OCD thing there ;)
Dude, the fact that 0.1% have ttrouble with the arms moving while the other 99.9% are fine, could mean that you are reporting an error, that, while being general (what version of maya? what operating system? what graphic card?) very much sounds like a bug I encountered because of not using the newest service pack of maya. Please upgrade to that, in most cases this will get rid of that bug. If not, then I must assume you are using an ATI card (I encountered this problem with them, too) and if thats the case, then I'm sorry, but I have no solution for that other than getting a proper graphics card.
ReplyDeleteThe knee pole vectors are there by default because of the knee snapping feature, I just gathered that people will notice and move the pole vectors somewhere else, if they need be.
And I am aware if the rig being misplaced by 7 units, still working on that :D
Hi. The left arm FK controls are not in the center of his arm. The right arm is fine.
ReplyDeleteHi Batman! I think you mean that the elbow controller is not quite aligned with the lower arm? I don't see any problems with that, since this doesn't change anything with the rotation of the arm itself.
Deletehi..
ReplyDeletei would like to ask why after i set key for eleven , the head kinda detatched itself.. when i moved the pelvis of eleven , the head didnt follow the pelvis.. its like .. detatched..
Hi!
DeleteYou probably drag-selected everything and then hit 's', right? If you do that, without prior setting the joint visibility to invisible, you break the rig. Please see the introductory videos to the rig, I explained everything there.
This comment has been removed by the author.
ReplyDeleteOnly problem i have is when blinking the eye shows threw the skin. Donno if i'm missing a process in skewing the eye so that the skin doesn't show through but its the only thing I've come across. A minor thing but if fixable it would be cool. Great rig btw love the customization options, been having a lot of fun making characters with this rig.
ReplyDeleteHi!
DeleteThanks for the heads up and for the kind words! This issue is known and happens because of eleven's eye shape. I made a fix for that and explained this in the advanced tutorial video somewhere, so make sure you watch that one.
Keep going!
I'm using two of these rigs in one scene. Any ideas why the skin color will show up where they should except one of the characters neck, ears and hands? :[
ReplyDeleteAm I doing something wrong? I downloaded the zip file for the Maya rig and unzipped it. Then I went to ElevenRig_v1.2 -> Scenes -> ElevenRig_v1.2.ma and opened it. However, nothing is appearing in the window. In fact, there is no work window. I am using Maya 2013.
ReplyDeleteHi!
DeleteThis is a common bug in maya if a scene file is opened by doubleclicking a maya file rather than opening it via starting maya -> file -> open scene.
That way you problem should be solved. But I can only strongly advice you to reference characters for animating. You may want to read this on the topic: http://www.3dfiggins.com/writeups/mayaReference/
That helped! Thank you!
DeleteHi, bit of a problem (note: I am using Maya 2013 for this)
ReplyDeleteI am having an issue when using the Body Smooth option in the Channel Box of the global controller (the controller around the feet). When I turn it on, some of the new faces created on the body mesh go black (obviously using the default material for the mesh), and I cannot select the faces to alter them. Can you help me?
Hi!
DeleteThis bug is known AND annoying at the same time :) Here I once wrote a workaround for it:
http://elevenrig.blogspot.com/2011/01/bugtracker.html?showComment=1347189757222#c7579569300932907131
Thank you so much. I've sorted out the problem- it smooths without any wayward faces now. XD
DeleteAdded a full texture to the body, so all new faces display the correct colour (so long as they are created within the right UV shell, which they are). And it works for creating new textures easily, should there ever be a need to. If you're still looking for a fix to that problem for a later update for the Maya build (V1.3, for e.g.), I'd suggest doing that instead as opposed to the multiple lambert materials.
Loving the rig, btw. Thank you so much.
Hi! Thanks!
DeleteYea I've got that on my to-do list on #1 already. More or less started that with the texture on the face already, anyways. Don't know when I'll have time enough on my hands to update the rig, though.
Hello! First of all, Thanks for your Rig file.
ReplyDeleteWhen I do render animation file with your rigged file, I cannot find eye's texture. All of your modeling file rendered fine except it's eye, and I couldn't find the reason.
I'm afraid you could see this comment cuz it's pretty old post, but anyway thanks!