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Month: January 2018

Season 01 – Episode 06 – Foot Component

Footroll Continued into Foot Component Proper

More nodeling going on here, but this time to wrap up the footroll in its current state and putting together the Foot Component proper that will receive it (as well as the Leg).

Possibly more important though: Now the Stream as well as the YouTube videos are recorded natively in 1440p and not down-scaled at source.
Whether you have the bandwidth or not to watch 1440p, this also results into better quality for all other resolutions.
If you have the bandwidth, but not a 1440p monitor, I would still recommend you watch it in 1440p, your local down-scaling of that source material will still look considerably better than watching a 1080p re-encode.


Season 01 – Episode 04 – Footroll, Driven Key Stages

Footroll Driven Key Stages

So… I’ve actual done episode 4, Driven Key stages, twice.

Simply put: I didn’t like the way the day went the first time, so I streamed an additional day to re-do it, which you might hear me mention a few times on this video.
That detail aside, the redux went well, and here we go through the footroll’s offset stages and show some Maya features (Set Driven Keys) and how they actually work under the hood.


Season 01 – Episode 02 – Applied Graphs, Footroll

First Application of Graphs and beginning of the footroll

Not a lot to add here that won’t be obvious from the video itself.

I originally intended to start more from the animation interface, but ended up discussing graphs as a problem solving notion with a fair chunk of actual rigging in Maya first.

We’ll start on an implementation proper and discuss the interface next episode.