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Simul8 Tutorial: RigMover Node

▶ Simul8 Tutorial: RigMover Node — Watch on YouTube


hi my name is Simona and I am 3d hi my name is Simona and I am 3d supervisor at Mark Roberts motion supervisor at Mark Roberts motion supervisor at Mark Roberts motion control in this simulator I will show control in this simulator I will show control in this simulator I will show you how to use the rig mover note the you how to use the rig mover note the you how to use the rig mover note the rig movement note is the inverse rig movement note is the inverse rig movement note is the inverse kinematics over that comes with simulate kinematics over that comes with simulate kinematics over that comes with simulate plugin for Maya plugin for Maya plugin for Maya it comes with tire one of the license it comes with tire one of the license it comes with tire one of the license which is AI K and allows you to solve which is AI K and allows you to solve which is AI K and allows you to solve camera movements on mark robust motion camera movements on mark robust motion camera movements on mark robust motion controls rec in a way in a very in in a controls rec in a way in a very in in a controls rec in a way in a very in in a very easy way what it does is you can very easy way what it does is you can very easy way what it does is you can choose what access the solver is going choose what access the solver is going choose what access the solver is going to evaluate for you based on the camera to evaluate for you based on the camera to evaluate for you based on the camera position and the rig position and in position and the rig position and in position and the rig position and in Maya in my workspace Maya in my workspace Maya in my workspace I've got camera movement here you can I've got camera movement here you can I've got camera movement here you can see that and I've imported the Milo see that and I've imported the Milo see that and I've imported the Milo motion control rig through the shoving motion control rig through the shoving motion control rig through the shoving to the shaft button very easy tutorial to the shaft button very easy tutorial to the shaft button very easy tutorial cool introduction to simulate that shows cool introduction to simulate that shows cool introduction to simulate that shows you very briefly all these buttons what you very briefly all these buttons what you very briefly all these buttons what they do and how to import rigs and they do and how to import rigs and they do and how to import rigs and export moves and and like so I suggest export moves and and like so I suggest export moves and and like so I suggest you to go and watch that if you haven't you to go and watch that if you haven't you to go and watch that if you haven't watched that tutorial yet because it's watched that tutorial yet because it's watched that tutorial yet because it's very it's very quick and it introduces very it's very quick and it introduces very it's very quick and it introduces you to the simplest button of the you to the simplest button of the you to the simplest button of the plug-in and shows you how to import the plug-in and shows you how to import the plug-in and shows you how to import the the rigs in the scene now verse six and the rigs in the scene now verse six and the rigs in the scene now verse six and show textures and if I go to the show textures and if I go to the show textures and if I go to the perspective view you will notice that perspective view you will notice that perspective view you will notice that there is this ro here it's blue ro there is this ro here it's blue ro there is this ro here it's blue ro there's one here as well but for today there's one here as well but for today there's one here as well but for today we'll just talk about these one that's we'll just talk about these one that's we'll just talk about these one that's the rig move a node the rig moving now the rig move a node the rig moving now the rig move a node the rig moving now it comes with with the channel box open it comes with with the channel box open it comes with with the channel box open you will see this buddy custom you will see this buddy custom you will see this buddy custom attributes that they know the Rick mover attributes that they know the Rick mover attributes that they know the Rick mover note comes with these are the attributes note comes with these are the attributes note comes with these are the attributes that you need in order to use the that you need in order to use the that you need in order to use the remover to its full extent you don't remover to its full extent you don't remover to its full extent you don't need any more than this so I suggest you need any more than this so I suggest you need any more than this so I suggest you to use to keep open the channel box to use to keep open the channel box to use to keep open the channel box editor when you're using the rig mover editor when you're using the rig mover editor when you're using the rig mover and that's all you need to do mmm and that's all you need to do mmm and that's all you need to do mmm typically what you would do is to select typically what you would do is to select typically what you would do is to select the camera that you want to apply the the camera that you want to apply the the camera that you want to apply the rig move a node to and then ctrl select rig move a node to and then ctrl select rig move a node to and then ctrl select a rig mover and then constrain perón a rig mover and then constrain perón a rig mover and then constrain perón that will snap the rig mover notes to that will snap the rig mover notes to that will snap the rig mover notes to the camera the first thing that you the camera the first thing that you the camera the first thing that you notice is that the camera plate is not notice is that the camera plate is not notice is that the camera plate is not looking in the right direction and that looking in the right direction and that looking in the right direction and that is because the nodal offsets in the rig is because the nodal offsets in the rig is because the nodal offsets in the rig move renewed have not been set it set move renewed have not been set it set move renewed have not been set it set yet in the channel box nodal of such yet in the channel box nodal of such yet in the channel box nodal of such rotate y 90 degrees that will twist the rotate y 90 degrees that will twist the rotate y 90 degrees that will twist the head in order to look from the right head in order to look from the right head in order to look from the right direction also what I want to do is to pull back also what I want to do is to pull back then of the offset of let's say 20 then of the offset of let's say 20 then of the offset of let's say 20 centimeters or so - point - that's it so centimeters or so - point - that's it so centimeters or so - point - that's it so as many notice I'm just going to isolate as many notice I'm just going to isolate as many notice I'm just going to isolate these rig move a node arrow this these rig move a node arrow this these rig move a node arrow this intersection is the origin of the rig intersection is the origin of the rig intersection is the origin of the rig mover and is where the node oh it's mover and is where the node oh it's mover and is where the node oh it's supposed to be so if I dislike to go supposed to be so if I dislike to go supposed to be so if I dislike to go back you can see that that is exactly back you can see that that is exactly back you can see that that is exactly where the nodal point of Maya camera is where the nodal point of Maya camera is where the nodal point of Maya camera is so the difference between here and where so the difference between here and where so the difference between here and where the tilt axis is this is this locator is the tilt axis is this is this locator is the tilt axis is this is this locator is you know that offset on the x-axis going you know that offset on the x-axis going you know that offset on the x-axis going back to the rig mover let's check out back to the rig mover let's check out back to the rig mover let's check out what attributes are there from you and what attributes are there from you and what attributes are there from you and you will notice that by default the move manoda the move mode is in track move manoda the move mode is in track what the move mode is is basically what the move mode is is basically what the move mode is is basically you're telling this over what axis you you're telling this over what axis you you're telling this over what axis you want thus over to evaluate for you what want thus over to evaluate for you what want thus over to evaluate for you what does that mean it means that if now I'm does that mean it means that if now I'm does that mean it means that if now I'm moving or scrubbing through the time moving or scrubbing through the time moving or scrubbing through the time line in Maya what's happening is that line in Maya what's happening is that line in Maya what's happening is that the remover node it's evaluating the the remover node it's evaluating the the remover node it's evaluating the position of all the access but giving position of all the access but giving position of all the access but giving priority to the truck rather than the priority to the truck rather than the priority to the truck rather than the extent or the angle so the move on the extent or the angle so the move on the extent or the angle so the move on the removal not has got these three removal not has got these three removal not has got these three variables that you can choose to solve variables that you can choose to solve variables that you can choose to solve for extent angle are at zero and that is for extent angle are at zero and that is for extent angle are at zero and that is my choice to what value to up to what my choice to what value to up to what my choice to what value to up to what value set them however because the move value set them however because the move value set them however because the move mode is in track mode the there's over mode is in track mode the there's over mode is in track mode the there's over will evaluate the truck for may so the will evaluate the truck for may so the will evaluate the truck for may so the number that you see there in truck hint number that you see there in truck hint number that you see there in truck hint is the actual value of the truck axes is the actual value of the truck axes is the actual value of the truck axes along the rail when you import a rig the along the rail when you import a rig the along the rail when you import a rig the rig comes at zero as you may notice here if I hide the rig if I hide the rig that is my datum point so the rail is that is my datum point so the rail is that is my datum point so the rail is below the zero what I do is to translate below the zero what I do is to translate below the zero what I do is to translate twenty centimeters up my scale is one to twenty centimeters up my scale is one to twenty centimeters up my scale is one to one meter at the moment one thing one meter at the moment one thing one meter at the moment one thing important to say is that this over works important to say is that this over works important to say is that this over works with my units at sets at centimeters so with my units at sets at centimeters so with my units at sets at centimeters so if you go to preferences when do setting if you go to preferences when do setting if you go to preferences when do setting preferences preferences the settings are preferences preferences the settings are preferences preferences the settings are linear centimeters and that's how this linear centimeters and that's how this linear centimeters and that's how this over works over works over works so you want to set that first however if so you want to set that first however if so you want to set that first however if the scene is with a different scale but the scene is with a different scale but the scene is with a different scale but still the settings are in centimeters still the settings are in centimeters still the settings are in centimeters what you can do it's to scale the rig oh what you can do it's to scale the rig oh what you can do it's to scale the rig oh of how much you want so let's say I want of how much you want so let's say I want of how much you want so let's say I want to if the scene was a hundred or so one to if the scene was a hundred or so one to if the scene was a hundred or so one unit per centimeters you would do a unit per centimeters you would do a unit per centimeters you would do a hundred skill and that because my camera hundred skill and that because my camera hundred skill and that because my camera movement is down there is very small movement is down there is very small movement is down there is very small because I made it for one unit for one because I made it for one unit for one because I made it for one unit for one meter then that there is but it's over meter then that there is but it's over meter then that there is but it's over still works so let's go back to our still works so let's go back to our still works so let's go back to our normal scale and front view as we were normal scale and front view as we were normal scale and front view as we were saying as I was saying scrubbing through saying as I was saying scrubbing through saying as I was saying scrubbing through the solver is evaluating the truck and the solver is evaluating the truck and the solver is evaluating the truck and and animating all the other axis for you and animating all the other axis for you and animating all the other axis for you because it's an inverse kinematic so the because it's an inverse kinematic so the because it's an inverse kinematic so the truck objects which is in a rig truck objects which is in a rig truck objects which is in a rig hierarchy and it comes when you're hierarchy and it comes when you're hierarchy and it comes when you're importing it does not influence the importing it does not influence the importing it does not influence the solver it's just there for visual solver it's just there for visual solver it's just there for visual purposes so if you're solving the move purposes so if you're solving the move purposes so if you're solving the move sending back to your client or to sending back to your client or to sending back to your client or to someone else to show a playblast of your someone else to show a playblast of your someone else to show a playblast of your move soft those rail comes in handy move soft those rail comes in handy move soft those rail comes in handy because they tell them where the rails because they tell them where the rails because they tell them where the rails are and how cumbersome or if they're are and how cumbersome or if they're are and how cumbersome or if they're gonna be in the shot if you see through gonna be in the shot if you see through gonna be in the shot if you see through the camera or if you're gonna if there the camera or if you're gonna if there the camera or if you're gonna if there is gonna be something in the way however is gonna be something in the way however is gonna be something in the way however they still do not influence the sole they still do not influence the sole they still do not influence the sole that can even be deleted or hidden and that can even be deleted or hidden and that can even be deleted or hidden and nothing will change well you can duplicate them offset them well you can duplicate them offset them so you can give others of them by 3 so you can give others of them by 3 so you can give others of them by 3 meters this again you can do an idea of meters this again you can do an idea of meters this again you can do an idea of how long is it going to be if you need how long is it going to be if you need how long is it going to be if you need more rails but they do not so they do more rails but they do not so they do more rails but they do not so they do not influence this over okay back to the not influence this over okay back to the not influence this over okay back to the move what you would typically do let's move what you would typically do let's move what you would typically do let's say that because obviously the pace now say that because obviously the pace now say that because obviously the pace now is going to go is going is going over is going to go is going is going over is going to go is going is going over the buffer so how do I do the buffer so how do I do the buffer so how do I do how do I proceed from here select the how do I proceed from here select the how do I proceed from here select the remove a node and I would like to remove a node and I would like to remove a node and I would like to keyframe the truck hand about at the keyframe the truck hand about at the keyframe the truck hand about at the boundaries of my animation and well then boundaries of my animation and well then boundaries of my animation and well then I can do is to say to this over I'm I can do is to say to this over I'm I can do is to say to this over I'm giving you now what the truck values are giving you now what the truck values are giving you now what the truck values are and you evaluate what the extent values and you evaluate what the extent values and you evaluate what the extent values will be so I'm gonna change the move will be so I'm gonna change the move will be so I'm gonna change the move mode to extend at the moment the mode to extend at the moment the mode to extend at the moment the animation is gonna be the same however animation is gonna be the same however animation is gonna be the same however what I can do what I can do what I can do I've got my first keyframe here you can I've got my first keyframe here you can I've got my first keyframe here you can see that because it's a red bar on my see that because it's a red bar on my see that because it's a red bar on my timeline and that will be the truck and timeline and that will be the truck and timeline and that will be the truck and I'm just gonna change the truck hand in I'm just gonna change the truck hand in I'm just gonna change the truck hand in order to stay inside the rail so middle order to stay inside the rail so middle order to stay inside the rail so middle mouse click select truck hands in the mouse click select truck hands in the mouse click select truck hands in the channel at in the channel box and then channel at in the channel box and then channel at in the channel box and then middle mouse drug and then key select middle mouse drug and then key select middle mouse drug and then key select again same thing at the end select a again same thing at the end select a again same thing at the end select a truck hand middle mouse button go back truck hand middle mouse button go back truck hand middle mouse button go back and keep selected this will basically and keep selected this will basically and keep selected this will basically tweak truck animation and made the truck tweak truck animation and made the truck tweak truck animation and made the truck stay at the position that I say III said stay at the position that I say III said stay at the position that I say III said it to stay and meanwhile the silver will it to stay and meanwhile the silver will it to stay and meanwhile the silver will adjust the extent for me based on the track hint values I gave based on the track hint values I gave him now the track hint is his key friend him now the track hint is his key friend him now the track hint is his key friend and he's got his own animation curve so and he's got his own animation curve so and he's got his own animation curve so if I was opening the graph editor and if I was opening the graph editor and if I was opening the graph editor and selecting the rig move shape node I will selecting the rig move shape node I will selecting the rig move shape node I will see that the truck has got his own see that the truck has got his own see that the truck has got his own animation and what I can do is to for animation and what I can do is to for animation and what I can do is to for example use the keyframe some of the example use the keyframe some of the example use the keyframe some of the keyframes in a graph editor in order to keyframes in a graph editor in order to keyframes in a graph editor in order to move my Amit animation on my truck and move my Amit animation on my truck and move my Amit animation on my truck and that updates live there is another move that updates live there is another move that updates live there is another move mode and that is the angle mode it works mode and that is the angle mode it works mode and that is the angle mode it works basically the same however well now the basically the same however well now the basically the same however well now the value that the solver is evaluating is value that the solver is evaluating is value that the solver is evaluating is the angle so the angle hint is changing the angle so the angle hint is changing the angle so the angle hint is changing because the solver is evaluated her because the solver is evaluated her because the solver is evaluated her frame the extender hint is the same frame the extender hint is the same frame the extender hint is the same value because we've decided to be at value because we've decided to be at value because we've decided to be at that value and all the other axes are that value and all the other axes are that value and all the other axes are evaluated by this over so you have these evaluated by this over so you have these evaluated by this over so you have these three axes which are the variable that three axes which are the variable that three axes which are the variable that you can assign and you can assign one of you can assign and you can assign one of you can assign and you can assign one of these axes to this over to be evaluated these axes to this over to be evaluated these axes to this over to be evaluated and then the other two are up to you and then the other two are up to you and then the other two are up to you what you want to do you can keep frame what you want to do you can keep frame what you want to do you can keep frame them or keep them fixed so in this case them or keep them fixed so in this case them or keep them fixed so in this case let's say I want the angle to be out let's say I want the angle to be out let's say I want the angle to be out when the camera movement finishes so I'm when the camera movement finishes so I'm when the camera movement finishes so I'm just gonna put its angle yet sorry I'm just gonna put its angle yet sorry I'm just gonna put its angle yet sorry I'm just gonna put the extent back in let's just gonna put the extent back in let's just gonna put the extent back in let's start like that and keyframe it at the start like that and keyframe it at the start like that and keyframe it at the first frame scrap through and then a bit first frame scrap through and then a bit first frame scrap through and then a bit more back because for some reason I more back because for some reason I more back because for some reason I don't want the angle that high maybe don't want the angle that high maybe don't want the angle that high maybe there is casting a shadow or is touching there is casting a shadow or is touching there is casting a shadow or is touching a ceiling or whatever reason that might a ceiling or whatever reason that might a ceiling or whatever reason that might be and then I keyframe that and this be and then I keyframe that and this be and then I keyframe that and this over is this over is evaluating the over is this over is evaluating the over is this over is evaluating the angle for me based on and the keyframe angle for me based on and the keyframe angle for me based on and the keyframe the track animation that I gave it the track animation that I gave it the track animation that I gave it before before before and the extend animation I've just made and the extend animation I've just made and the extend animation I've just made right let's go to the graph editor and right let's go to the graph editor and right let's go to the graph editor and delete extend hint because what I want delete extend hint because what I want delete extend hint because what I want to show you now is if I back go back to to show you now is if I back go back to to show you now is if I back go back to the move mode truck the truck mode let's the move mode truck the truck mode let's the move mode truck the truck mode let's say I'm just gonna set extended to zero say I'm just gonna set extended to zero say I'm just gonna set extended to zero and the angle to zero what we've got now and the angle to zero what we've got now and the angle to zero what we've got now is the animation is gonna we have the is the animation is gonna we have the is the animation is gonna we have the silver that's over for the truck so as silver that's over for the truck so as silver that's over for the truck so as you can see it's going it's going to you can see it's going it's going to you can see it's going it's going to it's gone back to be over the buffers so it's gone back to be over the buffers so it's gone back to be over the buffers so what I want to do is to tuck the extend what I want to do is to tuck the extend what I want to do is to tuck the extend back in and have it in this way but then back in and have it in this way but then back in and have it in this way but then it's going to go over that buffer down the ad should be down the at the down the ad should be down the at the custom attributes in the rig-move mode custom attributes in the rig-move mode custom attributes in the rig-move mode there is an attribute called angle mode there is an attribute called angle mode there is an attribute called angle mode and by default is such a relative that and by default is such a relative that and by default is such a relative that means that the angle is evaluated to be means that the angle is evaluated to be means that the angle is evaluated to be relative to the row so we ran when angle relative to the row so we ran when angle relative to the row so we ran when angle hint is 0 the angle and the outer head hint is 0 the angle and the outer head hint is 0 the angle and the outer head of the rig is going to be parallel to of the rig is going to be parallel to of the rig is going to be parallel to the rail whereas if the angle mode is in the rail whereas if the angle mode is in the rail whereas if the angle mode is in absolute degrees in the Hang in the absolute degrees in the Hang in the absolute degrees in the Hang in the angle hanged will be related to the main angle hanged will be related to the main angle hanged will be related to the main arm so this is 0 and as you can see the arm so this is 0 and as you can see the arm so this is 0 and as you can see the angle stays 0 so 90 degrees with the angle stays 0 so 90 degrees with the angle stays 0 so 90 degrees with the main arm but I can obviously change it main arm but I can obviously change it main arm but I can obviously change it when is in absolute relative so if I was when is in absolute relative so if I was when is in absolute relative so if I was going to say 4 different degrees that going to say 4 different degrees that going to say 4 different degrees that would be out but that will stay then at would be out but that will stay then at would be out but that will stay then at 45 degrees whereas if the angle mode who 45 degrees whereas if the angle mode who 45 degrees whereas if the angle mode who was 2 relative the 45 degrees would not was 2 relative the 45 degrees would not was 2 relative the 45 degrees would not be relative to the main our mother there be relative to the main our mother there be relative to the main our mother there would be relative to the rel so as you would be relative to the rel so as you would be relative to the rel so as you can see now it's basically the same can see now it's basically the same can see now it's basically the same inclination related to the truck sorry inclination related to the truck sorry inclination related to the truck sorry the rail so these are 2 different angle the rail so these are 2 different angle the rail so these are 2 different angle modes so if I was going back to absolute modes so if I was going back to absolute modes so if I was going back to absolute and I didn't want the truck should be on and I didn't want the truck should be on and I didn't want the truck should be on the rail buffers then I would probably the rail buffers then I would probably the rail buffers then I would probably given the extent that either that given the extent that either that given the extent that either that measure I will probably starts to measure I will probably starts to measure I will probably starts to probably animate the rig from being go probably animate the rig from being go probably animate the rig from being go from 0 or something like that from 0 or something like that from 0 or something like that and keyframe their key selects and then and keyframe their key selects and then and keyframe their key selects and then at the end frame the book that would do at the end frame the book that would do at the end frame the book that would do good so the third angle mode comes into good so the third angle mode comes into good so the third angle mode comes into play when you've got camera movements play when you've got camera movements play when you've got camera movements that goes vertically quite high and it that goes vertically quite high and it that goes vertically quite high and it does that quite fast so a lift assist is does that quite fast so a lift assist is does that quite fast so a lift assist is there to take the load away from the there to take the load away from the there to take the load away from the left during the animation and the way left during the animation and the way left during the animation and the way does it is if you trace on a reasonable does it is if you trace on a reasonable does it is if you trace on a reasonable line along the left axis what it does is line along the left axis what it does is line along the left axis what it does is basically with zero on the horizontal basically with zero on the horizontal basically with zero on the horizontal line it helps the left with the angle so line it helps the left with the angle so line it helps the left with the angle so it divides the vertical drop of the it divides the vertical drop of the it divides the vertical drop of the camera based on the horizontal line camera based on the horizontal line camera based on the horizontal line passing through the left when in the rig passing through the left when in the rig passing through the left when in the rig mover shape node removal lift us is a mover shape node removal lift us is a mover shape node removal lift us is a selected angle let's break the selected angle let's break the selected angle let's break the connection it's not the angle value in connection it's not the angle value in connection it's not the angle value in degrees anymore but rather an arbitrary degrees anymore but rather an arbitrary degrees anymore but rather an arbitrary value that sets how fast the angle value that sets how fast the angle value that sets how fast the angle compensates for the left so if I were compensates for the left so if I were compensates for the left so if I were setting tell that's how much is setting tell that's how much is setting tell that's how much is basically helping the left along the basically helping the left along the basically helping the left along the camera animation so if I wish to sweep camera animation so if I wish to sweep camera animation so if I wish to sweep the camera animation a bit higher the the camera animation a bit higher the the camera animation a bit higher the last frame that is like you will see how much angle that is like you will see how much angle is compensating that the the vertical is compensating that the the vertical is compensating that the the vertical drop of the camera drop of the camera drop of the camera helping the left we have obviously the helping the left we have obviously the helping the left we have obviously the Harris clipping because the camera is Harris clipping because the camera is Harris clipping because the camera is going through the gimbal so you probably going through the gimbal so you probably going through the gimbal so you probably want to either move the camera in this want to either move the camera in this want to either move the camera in this in Z to avoid still there so yeah of in Z to avoid still there so yeah of in Z to avoid still there so yeah of course because it's keyframes so let's course because it's keyframes so let's course because it's keyframes so let's move the rig then there you go move the rig then there you go move the rig then there you go still inside the truck boundaries maybe still inside the truck boundaries maybe still inside the truck boundaries maybe the flip is a bit too fast again still I the flip is a bit too fast again still I the flip is a bit too fast again still I say so it's there if you want to use it you so it's there if you want to use it you can be useful sometimes since we are in can be useful sometimes since we are in can be useful sometimes since we are in move mode truck at the moment I'm going move mode truck at the moment I'm going move mode truck at the moment I'm going to show you one last attributes or to show you one last attributes or to show you one last attributes or settings that you've got into move truck settings that you've got into move truck settings that you've got into move truck mode and that is the track direction I'm mode and that is the track direction I'm mode and that is the track direction I'm gonna go back in relative mode and I gonna go back in relative mode and I gonna go back in relative mode and I want it perpendicular to the row this is want it perpendicular to the row this is want it perpendicular to the row this is my animation however I say it's my animation however I say it's my animation however I say it's obviously gonna go it's gonna is going obviously gonna go it's gonna is going obviously gonna go it's gonna is going to high at the moment but let's say I want the base to follow the other side I want the base to follow the other side of the rig in track mode rather than of the rig in track mode rather than of the rig in track mode rather than this side of three so looking from the this side of three so looking from the this side of three so looking from the front view front view front view I want the base to be this side of your I want the base to be this side of your I want the base to be this side of your rig and the reason why you want it is rig and the reason why you want it is rig and the reason why you want it is because the umbilical is on one side and because the umbilical is on one side and because the umbilical is on one side and maybe because it's going to be in the maybe because it's going to be in the maybe because it's going to be in the middle of things and you don't want it middle of things and you don't want it middle of things and you don't want it in that way or for some sort of some in that way or for some sort of some in that way or for some sort of some other reason you want the base of the other reason you want the base of the other reason you want the base of the rig's be on the positive side of the rig's be on the positive side of the rig's be on the positive side of the rail you can select track direction rail you can select track direction rail you can select track direction negative and that will flip the base on negative and that will flip the base on negative and that will flip the base on the other side of the rig for you at the the other side of the rig for you at the the other side of the rig for you at the moment looks like it's off the rails so moment looks like it's off the rails so moment looks like it's off the rails so you can what you can do is to just like you can what you can do is to just like you can what you can do is to just like to look at the rows and offset it by to look at the rows and offset it by to look at the rows and offset it by three meters and that would be that three meters and that would be that three meters and that would be that there at this point that buffer can go there at this point that buffer can go there at this point that buffer can go let's hide it there you go let's hide it there you go let's hide it there you go you will have this alienation but the you will have this alienation but the you will have this alienation but the truck will be evaluated by their ass truck will be evaluated by their ass truck will be evaluated by their ass over and the base is going to be on the over and the base is going to be on the over and the base is going to be on the other side so if you select and put it other side so if you select and put it other side so if you select and put it back to the other side that option back to the other side that option back to the other side that option obviously only works when move mode obviously only works when move mode obviously only works when move mode truck is enabled another settings that we're gonna go another settings that we're gonna go through in this tutorial is flip head through in this tutorial is flip head through in this tutorial is flip head and that does what it says on the 10 so and that does what it says on the 10 so and that does what it says on the 10 so in this case if I flip the head the ad in this case if I flip the head the ad in this case if I flip the head the ad would be on the other side of the camera would be on the other side of the camera would be on the other side of the camera to reversed and row 180 degree offset what I want to talk about now is what I want to talk about now is following these no not the flip head following these no not the flip head following these no not the flip head attributes a side effect or maybe not to attributes a side effect or maybe not to attributes a side effect or maybe not to say that that's about a feature is the say that that's about a feature is the say that that's about a feature is the silver is gonna be keeping track of the silver is gonna be keeping track of the silver is gonna be keeping track of the rounds of the infinite axes and that is rounds of the infinite axes and that is rounds of the infinite axes and that is something that I've shown into the something that I've shown into the something that I've shown into the introduction tour already but I will introduction tour already but I will introduction tour already but I will repeat it here if you open the hierarchy repeat it here if you open the hierarchy repeat it here if you open the hierarchy of the rig some axes are infinite it of the rig some axes are infinite it of the rig some axes are infinite it means that they can rotate infinitely means that they can rotate infinitely means that they can rotate infinitely around the axis so for example pun if a around the axis so for example pun if a around the axis so for example pun if a select set the rotate Y is 303 eighty select set the rotate Y is 303 eighty select set the rotate Y is 303 eighty degrees and that is because while we degrees and that is because while we degrees and that is because while we were solving the silver kept count of were solving the silver kept count of were solving the silver kept count of the rounds that these axes made and kept the rounds that these axes made and kept the rounds that these axes made and kept adding on top degrees if I was selecting adding on top degrees if I was selecting adding on top degrees if I was selecting the remover and resets the remover and resets the remover and resets the rounds now the pan will be minus 21 the rounds now the pan will be minus 21 the rounds now the pan will be minus 21 which is but it's starting at the moment which is but it's starting at the moment which is but it's starting at the moment I've got another camera to show you I've got another camera to show you I've got another camera to show you better what I mean so I'm going to better what I mean so I'm going to better what I mean so I'm going to detach the rig mover node from the detach the rig mover node from the detach the rig mover node from the actual camera and I can just select the actual camera and I can just select the actual camera and I can just select the parent constraint and delete it and then parent constraint and delete it and then parent constraint and delete it and then I will select the new camera and control I will select the new camera and control I will select the new camera and control select rig mover node constraint Pirin select rig mover node constraint Pirin select rig mover node constraint Pirin the cameras gonna the rig is going to the cameras gonna the rig is going to the cameras gonna the rig is going to snap to the camera and you will see this snap to the camera and you will see this snap to the camera and you will see this time is all right and oriented properly time is all right and oriented properly time is all right and oriented properly on the camera on the camera plate and on the camera on the camera plate and on the camera on the camera plate and that reason being is that the remover that reason being is that the remover that reason being is that the remover has already the nodal offset values has already the nodal offset values has already the nodal offset values these animation if I scrub through in these animation if I scrub through in these animation if I scrub through in the timeline H is the 360 degrees around the timeline H is the 360 degrees around the timeline H is the 360 degrees around there is a bit more but if you look at there is a bit more but if you look at there is a bit more but if you look at the pan at the moment it's 500 degrees the pan at the moment it's 500 degrees the pan at the moment it's 500 degrees and if I skip back to frame 1 it keeps and if I skip back to frame 1 it keeps and if I skip back to frame 1 it keeps adding so whenever I scrub through no adding so whenever I scrub through no adding so whenever I scrub through no matter what it keeps up it keeps at it matter what it keeps up it keeps at it matter what it keeps up it keeps at it keeps adding the rotations around the keeps adding the rotations around the keeps adding the rotations around the pan it can be useful most of the times pan it can be useful most of the times pan it can be useful most of the times you you you you will want to have the you you you you will want to have the you you you you will want to have the pan rotation reset when you're exporting pan rotation reset when you're exporting pan rotation reset when you're exporting or when you're solving for example and or when you're solving for example and or when you're solving for example and that doesn't work only on pan it works that doesn't work only on pan it works that doesn't work only on pan it works on rotate as well and on row so remover on rotate as well and on row so remover on rotate as well and on row so remover select the node and then in rig mover select the node and then in rig mover select the node and then in rig mover shape and remover shape just input reset shape and remover shape just input reset shape and remover shape just input reset around resets and all your rotations on around resets and all your rotations on around resets and all your rotations on those rotation axes on those axes that those rotation axes on those axes that those rotation axes on those axes that rotate it will be reset and be ready to rotate it will be reset and be ready to rotate it will be reset and be ready to be exported be exported be exported in the next release there will be a in the next release there will be a in the next release there will be a value or like an attribute on a custom value or like an attribute on a custom value or like an attribute on a custom attribute that will allow you to offset attribute that will allow you to offset attribute that will allow you to offset the rotation because sometimes you want the rotation because sometimes you want the rotation because sometimes you want the rotation to start from plus 360 or the rotation to start from plus 360 or the rotation to start from plus 360 or classism and 20 so you will be able to classism and 20 so you will be able to classism and 20 so you will be able to offset that as well I want to show you the rig mover mechanics with another rig the rig mover mechanics with another rig and that is the boat and that is the boat and that is the boat I will offset 20 centimeters vertically I will offset 20 centimeters vertically I will offset 20 centimeters vertically and then I will select our camera select and then I will select our camera select and then I will select our camera select the remover and snap the remover and snap the remover and snap I'm parented the nodal offsets for these I'm parented the nodal offsets for these I'm parented the nodal offsets for these rig works in a different way it's got rig works in a different way it's got rig works in a different way it's got different orientation so that would be different orientation so that would be different orientation so that would be 90 and 90 or actually minus 90 this will be the vertical drop from till this will be the vertical drop from till access and that is - strength these access and that is - strength these access and that is - strength these centimeters and the offset on the y-axis centimeters and the offset on the y-axis centimeters and the offset on the y-axis would be minus point 15 something would be minus point 15 something would be minus point 15 something the robots kind of freaks the robots kind of freaks the robots kind of freaks so like the arms like cuca arms and so like the arms like cuca arms and so like the arms like cuca arms and alike a cash cow affordable X when they alike a cash cow affordable X when they alike a cash cow affordable X when they get imported and the rig move or get get imported and the rig move or get get imported and the rig move or get instantiated they come in as move mode instantiated they come in as move mode instantiated they come in as move mode angle so already for will scroll through that were there will work in in angle that were there will work in in angle mode that will try to solve the moving mode that will try to solve the moving mode that will try to solve the moving in angle mode in this case what I can do in angle mode in this case what I can do in angle mode in this case what I can do it's to because it's going through the it's to because it's going through the it's to because it's going through the singularity on the arm singularity on the arm singularity on the arm I will offset well I will move the rig I will offset well I will move the rig I will offset well I will move the rig to the side and we can see here that the to the side and we can see here that the to the side and we can see here that the arm the pan is flipped already so what arm the pan is flipped already so what arm the pan is flipped already so what we can do it's to we know that we've got we can do it's to we know that we've got we can do it's to we know that we've got the flip head so we flip it and another the flip head so we flip it and another the flip head so we flip it and another thing that I want to do is because the thing that I want to do is because the thing that I want to do is because the camera is going so high well maybe we camera is going so high well maybe we camera is going so high well maybe we can try to solve it in that way let's can try to solve it in that way let's can try to solve it in that way let's see let's hand animate the truck forward see let's hand animate the truck forward see let's hand animate the truck forward so to use a bit of truck so I'll key so to use a bit of truck so I'll key so to use a bit of truck so I'll key select it there but that soo close to select it there but that soo close to select it there but that soo close to start with so we'll just put it back a start with so we'll just put it back a start with so we'll just put it back a bit and then from there at 150 I will bit and then from there at 150 I will bit and then from there at 150 I will take it close to the end of the row it looks like his bits too far so what I it looks like his bits too far so what I can do is maybe say why don't we mount can do is maybe say why don't we mount can do is maybe say why don't we mount the camera in a different way and offset the camera in a different way and offset the camera in a different way and offset the nodal offset the nodal offset the nodal offset 90 degrees in that way so that would go 90 degrees in that way so that would go 90 degrees in that way so that would go to minus 180 it is in this way seems to minus 180 it is in this way seems to minus 180 it is in this way seems that maybe should take the truck a bit that maybe should take the truck a bit that maybe should take the truck a bit further back and get selected and then further back and get selected and then further back and get selected and then at the end let's increase the at the end let's increase the at the end let's increase the sensitivity and key select again these sensitivity and key select again these sensitivity and key select again these little icons here are basically changing little icons here are basically changing little icons here are basically changing the sensitivity of the middle-mouse drug the sensitivity of the middle-mouse drug the sensitivity of the middle-mouse drug system to change the channel box values system to change the channel box values system to change the channel box values so if I was select the truck hint and so if I was select the truck hint and so if I was select the truck hint and press keep press the middle button of press keep press the middle button of press keep press the middle button of the mouse and then drive right to left the mouse and then drive right to left the mouse and then drive right to left those three icons are to edit the those three icons are to edit the those three icons are to edit the mappings so this would make it very mappings so this would make it very mappings so this would make it very sensitive not very sensitive sensitive not very sensitive sensitive not very sensitive this would make a linear change like a this would make a linear change like a this would make a linear change like a costume change costume change costume change so one-to-one relationship with pixel so one-to-one relationship with pixel so one-to-one relationship with pixel left-right and this would make a left-right and this would make a left-right and this would make a exponential instead select yeah so this exponential instead select yeah so this exponential instead select yeah so this works better so may what I did is to I works better so may what I did is to I works better so may what I did is to I gave the silver two key frames for the gave the silver two key frames for the gave the silver two key frames for the truck at the beginning at the end of the truck at the beginning at the end of the truck at the beginning at the end of the move and now the truck is basically move and now the truck is basically move and now the truck is basically solving for the angle as you can see the solving for the angle as you can see the solving for the angle as you can see the extent extent extent it's grayed out and the reason is that it's grayed out and the reason is that it's grayed out and the reason is that there is no extent in a robot so when there is no extent in a robot so when there is no extent in a robot so when you important break a rig in the rig you important break a rig in the rig you important break a rig in the rig with simulating Maya with simulating Maya with simulating Maya if the rig doesn't have an axe is it if the rig doesn't have an axe is it if the rig doesn't have an axe is it just crazy out so you can't change it just crazy out so you can't change it just crazy out so you can't change it you can tweak it so you can you can go you can tweak it so you can you can go you can tweak it so you can you can go to to the interest mode but it won't to to the interest mode but it won't to to the interest mode but it won't work um good so another feature that I work um good so another feature that I work um good so another feature that I want to show you is because you're gonna want to show you is because you're gonna want to show you is because you're gonna work only with move mode truck and move work only with move mode truck and move work only with move mode truck and move mode angle when you're working with mode angle when you're working with mode angle when you're working with Roberts it's interesting to have this Roberts it's interesting to have this Roberts it's interesting to have this Lang position option slang basically Lang position option slang basically Lang position option slang basically tells the Sauveur were to keep the elbow tells the Sauveur were to keep the elbow tells the Sauveur were to keep the elbow or the angle direction in as by default or the angle direction in as by default or the angle direction in as by default is under under Islam and the Abu aims at is under under Islam and the Abu aims at is under under Islam and the Abu aims at the sky whereas you can also have it the sky whereas you can also have it the sky whereas you can also have it that always hangs at the ground and you that always hangs at the ground and you that always hangs at the ground and you can change and have it over long in this can change and have it over long in this can change and have it over long in this way well now it's not working very well way well now it's not working very well way well now it's not working very well but let's tweak the camera to make the but let's tweak the camera to make the but let's tweak the camera to make the example a bit more meaningful let's example a bit more meaningful let's example a bit more meaningful let's start from this position that will make start from this position that will make start from this position that will make more sense because in this way you can more sense because in this way you can more sense because in this way you can reach higher Heights with rubber without running the Heights with rubber without running the risk of hitting maybe the camera with a risk of hitting maybe the camera with a risk of hitting maybe the camera with a camera cage or yes you could probably camera cage or yes you could probably camera cage or yes you could probably have a different orientation of the have a different orientation of the have a different orientation of the camera on the camera plate so let's say camera on the camera plate so let's say camera on the camera plate so let's say you could either go - 2 - 5 no that will you could either go - 2 - 5 no that will you could either go - 2 - 5 no that will be - 275 and they'd be upside down that will and they'd be upside down that will probably work better this way so yes you probably work better this way so yes you probably work better this way so yes you can tweak it as much as as much as you can tweak it as much as as much as you can tweak it as much as as much as you can as much as you want um what I will can as much as you want um what I will can as much as you want um what I will show you next is the third kind of rig show you next is the third kind of rig show you next is the third kind of rig and that is this whole necktie and that is this whole necktie and that is this whole necktie I've got Tallis here I wouldn't put it I've got Tallis here I wouldn't put it I've got Tallis here I wouldn't put it with rig mover and as you can see Tallis with rig mover and as you can see Tallis with rig mover and as you can see Tallis supports like way rails as well so when supports like way rails as well so when supports like way rails as well so when it when it's gonna be imported into my it when it's gonna be imported into my it when it's gonna be imported into my you'll see you will have LW rail objects you'll see you will have LW rail objects you'll see you will have LW rail objects as well so if I was to hide the as well so if I was to hide the as well so if I was to hide the precision rail would I would be left precision rail would I would be left precision rail would I would be left with the light rail railway as well with the light rail railway as well with the light rail railway as well that's quite useful for tight narrow that's quite useful for tight narrow that's quite useful for tight narrow spaces I will select the camera end the spaces I will select the camera end the spaces I will select the camera end the rig mover node parent the first thing rig mover node parent the first thing rig mover node parent the first thing that I notice is that the ulti hat is that I notice is that the ulti hat is that I notice is that the ulti hat is rent is in the wrong way so select the rent is in the wrong way so select the rent is in the wrong way so select the rig mover offset 90 degrees that looks rig mover offset 90 degrees that looks rig mover offset 90 degrees that looks about right about right about right but if 90 but if I look from the front but if 90 but if I look from the front but if 90 but if I look from the front view I can see that they also had seems view I can see that they also had seems view I can see that they also had seems to be quite low and opening the rig to be quite low and opening the rig to be quite low and opening the rig hierarchy selecting the totes which is hierarchy selecting the totes which is hierarchy selecting the totes which is the length of the outer arm this on this the length of the outer arm this on this the length of the outer arm this on this rig is 78 centimeters and that might be rig is 78 centimeters and that might be rig is 78 centimeters and that might be too long however you will probably have too long however you will probably have too long however you will probably have to tweak this value quite a lot because to tweak this value quite a lot because to tweak this value quite a lot because the algae hat can be set at different the algae hat can be set at different the algae hat can be set at different heights for a different distance from heights for a different distance from heights for a different distance from top of this one next so at the moment to top of this one next so at the moment to top of this one next so at the moment to change the distance of the tilt node change the distance of the tilt node change the distance of the tilt node from the middle bit of the top portion from the middle bit of the top portion from the middle bit of the top portion of the swan neck you will have to change of the swan neck you will have to change of the swan neck you will have to change the tilt translate y to the desired the tilt translate y to the desired the tilt translate y to the desired value I want to move it to let's say value I want to move it to let's say value I want to move it to let's say minus 50 and that will move objects of minus 50 and that will move objects of minus 50 and that will move objects of the altie head and till access up closer the altie head and till access up closer the altie head and till access up closer to what the pan locator is and then you to what the pan locator is and then you to what the pan locator is and then you will want to update with the same will want to update with the same will want to update with the same measurement the rig move our node and measurement the rig move our node and measurement the rig move our node and the place is where to do that is from the place is where to do that is from the place is where to do that is from the channel box if I select remover the channel box if I select remover the channel box if I select remover shape these are these are my favorite shape these are these are my favorite shape these are these are my favorite values actually custom attributes but values actually custom attributes but values actually custom attributes but then if I click on attribute editor and then if I click on attribute editor and then if I click on attribute editor and I can have access to extra attributes as I can have access to extra attributes as I can have access to extra attributes as well and that is where the kinematics well and that is where the kinematics well and that is where the kinematics are stored so what I want to do is to are stored so what I want to do is to are stored so what I want to do is to update the input tilt pivot offset to 50 update the input tilt pivot offset to 50 update the input tilt pivot offset to 50 centimeters this measurement is absolute centimeters this measurement is absolute centimeters this measurement is absolute the tilt because the axis orientation is the tilt because the axis orientation is the tilt because the axis orientation is why up is -5 because the pan is on top why up is -5 because the pan is on top why up is -5 because the pan is on top so the toe has to go 50 centimeters down so the toe has to go 50 centimeters down so the toe has to go 50 centimeters down and hence the translate Y will be and hence the translate Y will be and hence the translate Y will be negative oh five in the rig mover node negative oh five in the rig mover node negative oh five in the rig mover node the offset of the tilt pivots is 50 the offset of the tilt pivots is 50 the offset of the tilt pivots is 50 centimeters and that doesn't take in centimeters and that doesn't take in centimeters and that doesn't take in consideration the sign so if I click on one the sign so if I click on one I will force the computation and in I will force the computation and in I will force the computation and in theory that should snap back in position now you're ready to solve to move and it now you're ready to solve to move and it seems quite okay so from here I can then seems quite okay so from here I can then seems quite okay so from here I can then do what I want I can move the rail I can do what I want I can move the rail I can do what I want I can move the rail I can you got basically the same attributes you got basically the same attributes you got basically the same attributes and the same freedom of animation and and the same freedom of animation and and the same freedom of animation and tweaking x' that you had with the other tweaking x' that you had with the other tweaking x' that you had with the other rigs one thing that must have but III rigs one thing that must have but III rigs one thing that must have but III need say is you can change the track the need say is you can change the track the need say is you can change the track the the talus in this one rigs like the the talus in this one rigs like the the talus in this one rigs like the modular I always in move mode truck and modular I always in move mode truck and modular I always in move mode truck and so you won't have the chance to change so you won't have the chance to change so you won't have the chance to change the move mode because as you can see the move mode because as you can see the move mode because as you can see there is no move mode attribute anymore there is no move mode attribute anymore there is no move mode attribute anymore because it's going to be only in truck because it's going to be only in truck because it's going to be only in truck move so the rig mover will only pull move so the rig mover will only pull move so the rig mover will only pull with the truck value however you will with the truck value however you will with the truck value however you will still have extended angle hand but that still have extended angle hand but that still have extended angle hand but that won't matter it's it's not there to be won't matter it's it's not there to be won't matter it's it's not there to be tweaked for this tutorial is it if tweaked for this tutorial is it if tweaked for this tutorial is it if you've got any questions or suggestions you've got any questions or suggestions you've got any questions or suggestions or comments please write us an email to or comments please write us an email to or comments please write us an email to support at mark roberts calm and to the support at mark roberts calm and to the support at mark roberts calm and to the next one