Join Adam Crespi for an in-depth discussion in this video Separating and naming wheels, part of Vehicle Rigging in Maya.
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With my car scaled to the right size I'm ready to get the pivots in place for the wheels.…What I need for tires and wheels and hubs and so forth is to have them all be unique.…I want the ability to take one wheel and spin it.…And for the steering wheels in front roll on the road one rotation and turn steering another.…I need to make these wheels unique objects instead of instances.…We can tell that they're instanced because when I select one, over here in the…Attribute editor, I have clean attributes, a transform node, surface or shape, a…material and it looks like another material, maybe a tire.…
What this tells me, by doing that and selecting all of them because these are…instanced objects. And the other way I can tell is to press…F11 for face and pick what I think is one set of faces.…What I see then is by selecting one set of faces here on the rear I get the same…selection on the front, meaning these are instanced objects.…I need to have them be uniquely named objects so I can control the rotation, uniquely.…
Note: Some experience with polygonal modeling in Maya and beginning knowledge of rigging and constraints will help you get the most from this course.
- Opening and accessing the model
- Scaling a model uniformly
- Creating and cloning controllers
- Parenting the tires and hubs
- Controlling the suspension
- Stitching the rig together
- Writing expressions for the wheels, steering, and body
- Adding brake lights and turn signal controls
- Creating chrome, rubber, and glass shaders
- Applying interior finishes