Free Maya Ant Rig (littleBigAnt)

Since starting this blog I have always thought of giving away a rig over here to animation community. I toyed with idea of putting toony biped rig, but there are way too many of them. So I thought of putting up an unorthodox character. I’m putting up a Maya Ant rig, which I did last year, for some personal project. I hope to put this for download at many other places to get more feedback and removes any bug for users. Please feel free to share around and do let me know if this rig did something in your project or short film, our help you in any other way. I would be happy to put up link here.

Download here.
Creative crash

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Auto rotation for carTyre, Wheel in maya

I recently worked on creating solution for wheel auto rotations inside maya. Well I searched a lot for finding adequate solution but some lacks a thing or two.
most commonly used solution are rotating the wheel based on translation X & Z with circumference of wheel , which is working fine but gives error when controller
is rotated in reverse direction( 180° or more). Another solution I found is to use Infinite animCurve and attach it with multiplier and manually animating it!

A guy named darvy has created a set of vehicle rigging scripts I found above method nicely implemented in there.

I find one tricky way to calculate auto rotations without worrying about rotations and direction where our rig is going. In brief I wrote expression which finds direction magnitude
where our wheel is going (forward or back). Also expression calculate the distance covered by wheel between last frame and current and calculate distance using circumference (2 π r)


Code:

float $radius =1;
int $dirVec;
// get Joint translation value for calculating direction vector.
float $pastValX = `getAttr -time (frame -1) basePos_jnt.tx`;

float $pastValZ = `getAttr -time (frame -1) basePos_jnt.tz`;

// Now compare the difference of tip joint with base joint and basejoint’s previous frame

float $currPosX = tipPos_jnt.translateX – basePos_jnt.translateX;
float $currPosZ = tipPos_jnt.translateZ – basePos_jnt.translateZ;

// with past

float $pastPosX = tipPos_jnt.translateX – $pastValX;
float $pastPosZ = tipPos_jnt.translateZ – $pastValZ;

// now calculate the magnitude

float $currMag = `mag << $currPosX,0,$currPosZ>>`;
float $pastMag = `mag << $pastPosX,0,$pastPosZ>>`;

if ($pastMag >= $currMag) $dirVec = 1;

else $dirVec = -1;

// get controls translation value for actual calculations.

float $pastCtrValX = `getAttr -time (frame -1) placement_ctr.tx`;
float $pastCtrValZ = `getAttr -time (frame -1) placement_ctr.tz`;

float $currDistX = placement_ctr.translateX – $pastCtrValX;

float $currDistZ = placement_ctr.translateZ – $pastCtrValZ;

float $distance = ($currDistX*$currDistX) + ($currDistZ*$currDistZ);

$distance = sqrt($distance);

// finding distance by dividing into circumfrence

float $rotation = $distance /(2* 3.1428*$radius) *-360 * $dirVec;
$rotation += tyreRot.rotateX;

tyreRot.rotateX = $rotation %360;

sample sceneFile