Advanced Rigging with De Boors Algorithm in Maya
Source: https://www.cgcircuit.com/tutorial/advanced-rigging-with-de-boors-algorithm-in-maya
Course Updated!
Chapter 6 – Splitting ngSkinTools2 layer weights with a curve and surface
In this new chapter, we will convert the code that we wrote with the Maya API to split skinCluster weights with curves and surfaces to work with the ngSkinTools 2 API. Also, we will discuss a bug with the Layers.get_weights method and how to work around it. Finally, we will test the functions by writing example code that can be pasted into the docstring of the functions.
This course will introduce you to De Boor’s algorithm, which is the foundation of the curves and surfaces that we see in 3D applications. Importantly, the algorithm outputs normalized spline curves which have many uses, we’ll focus on how they can be used for rigging in Maya by writing scripts that procedurally split blendShape targets and skinCluster weights, and create a ribbon module that uses no curves, surface, rivets or constraints
Target Audience:
This course has been designed for advanced professionals. To get the most out of it, it is recommended that you understand how transformation matrices are used and have some experience with the Maya Python API
Key takeaways include
- Learning the mathematics behind De Boor’s algorithm, including…
- Understanding the difference between open and periodic knot vectors and…
- Seeing how the degree affects the smoothness of the output spline curves
- Access to the final scripts that you can start using immediately to improve the efficiency and quality of your work
Connect with the Instructor
We’re excited to help you master De Boor’s algorithm and its applications in rigging for Maya! Don’t forget, you can connect directly with the instructor on our Discord channel. It’s a great place to ask questions, share your progress, and get feedback. Join us for an engaging learning experience and be part of our community!
Download Links
Password: cms.ddpanda.org
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