Tutorial - Marco Giordano Character TD

Houdini Tutorial

Houdini: Stretch Ik with CHOPS PT1

Video Link
Hi guys in this first part of the tutorial "HOUDINI TUTORIAL : Stretch Ik with CHOPS PT1"
we are going to create a stretch ik in houdini by pluging togheter some node in the chop network.
Let s get started !download at end of description :
Here the link to the second part : Link
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Download
here you can find the scene semple :
CHOP IK PT1 : http://www.marcogiordanotd.com/download/ChopStretchPt1.rar
CHOP IK PT2 : http://www.marcogiordanotd.com/download/ChopStretchPt2.rar
EXP IK : http://www.marcogiordanotd.com/download/expStretch.rar


Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Houdini : Stretch Ik with CHOPS PT2

Video Link
Hi guys in this second part of the tutorial I am going to show how to add some feature
to the ik stretch like knee slide and knee lock . Download at end of description
Sorry for the quick cut at the end but at the point houdini actually crashed on my face :P
Here the link to the first part :
Link
If you want to be updated on the release of any of my tutorial or plugins follow me on vimeo or subscribe
to the newsletter here :
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Download
here you can find the scene semple :
CHOP IK PT1 : http://www.marcogiordanotd.com/download/ChopStretchPt1.rar
CHOP IK PT2 : http://www.marcogiordanotd.com/download/ChopStretchPt2.rar
EXP IK : http://www.marcogiordanotd.com/download/expStretch.rar


Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Maya Tutorial

Extra Deformation with Wire Deformer


In this tutorial I will show how I used a wire deformer on a cudgel rig.
Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Chain Blender


This tutorial will explain the technique called "blending chain" that's behind my script and in the friendly rig dvd series.
Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Advance reverse foot rool with maya nodes


This is a tutorial about an advanced revers foot roll using maya nodes only . I suggest you to have basic understanding of rigging in Maya since i didn't explaing every single button i used, I was trying to keep down the lenght of the video.
Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Dragongly wing Rig


In this tutorial i'm gonna show you how to rig a dragonfly wing for procedural animation.
Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Bucket rigging


This is a basic tutorial about how to rig a bucket in maya .
Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Weight lift barrel rigging


This is a basic tutorial about how to rig a weight lift barrel in maya .
Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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How to add a custom widget to a QListWidget


In this quick tutorial I am going to show you how to add custom widgets to a QListWidget.
I am not a PYQT master so if you know better ways to make the same thing just shoot a comment.

Visit my blog to download the python files, just click on "leave a comment" button!
Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Maya python API : dealing with “pointers”

The idea of the tutorial came when the other day I was trying to get the U paramenter at a given point on a curve and I did it with the python API ( I am not sure you can do that with mel to be honest and I am a python guy ).
Since it was not that straight forward I decided to make a quick tutorial out of it , explaining a couple of things about the maya api!
Here is the video :


Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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Build a poseReader with maya nodes

Hi everyone in this tutorial I am gonna show you how to build a basic pose reader with the use of native maya nodes.
If you dont know what a pose reader is here it s an usefull link :
http://www.comet-cartoons.com/maya.html
It s basically a really usefull node written by the genius Michel Comet , years and years ago and since then became a standard in pose space deformation!
I hope you enjoy !
Here is the video :


Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com


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How to place correctly the polevector with Python PT1

Hi , in this tutorial I will show you how to use some vectors math with python in
order to find the correct place
for a poleVector contol that wont make your chain snap around when you create the
polve vector constraint.

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here is the created script :

from maya import cmds , OpenMaya
sel = cmds.ls(sl = 1)
start = cmds.xform(sel[0] ,q= 1 ,ws = 1,t =1 )
mid = cmds.xform(sel[1] ,q= 1 ,ws = 1,t =1 )
end = cmds.xform(sel[2] ,q= 1 ,ws = 1,t =1 )
startV = OpenMaya.MVector(start[0] ,start[1],start[2])
midV = OpenMaya.MVector(mid[0] ,mid[1],mid[2])
endV = OpenMaya.MVector(end[0] ,end[1],end[2])
startEnd = endV - startV
startMid = midV - startV
dotP = startMid * startEnd
proj = float(dotP) / float(startEnd.length())
startEndN = startEnd.normal()
projV = startEndN * proj
arrowV = startMid - projV
arrowV*= 0.5
finalV = arrowV + midV
loc = cmds.spaceLocator()[0]
cmds.xform(loc , ws =1 , t= (finalV.x , finalV.y ,finalV.z))

Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com

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How to place correctly the polevector with Python PT2

In this second part of this tutorial we are goning to also orient our polevector in a
way that we can easily offset that manualy without making our chain to twist..
If you want to be updated on the release of any of my tutorial or plugins follow me on vimeo or subscribe
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here is the created script :

from maya import cmds , OpenMaya
import math
sel = cmds.ls(sl = 1)
start = cmds.xform(sel[0] ,q= 1 ,ws = 1,t =1 )
mid = cmds.xform(sel[1] ,q= 1 ,ws = 1,t =1 )
end = cmds.xform(sel[2] ,q= 1 ,ws = 1,t =1 )
startV = OpenMaya.MVector(start[0] ,start[1],start[2])
midV = OpenMaya.MVector(mid[0] ,mid[1],mid[2])
endV = OpenMaya.MVector(end[0] ,end[1],end[2])
startEnd = endV - startV
startMid = midV - startV
dotP = startMid * startEnd
proj = float(dotP) / float(startEnd.length())
startEndN = startEnd.normal()
projV = startEndN * proj
arrowV = startMid - projV
arrowV*= 0.5
finalV = arrowV + midV
cross1 = startEnd ^ startMid
cross1.normalize()
cross2 = cross1 ^ arrowV
cross2.normalize()
arrowV.normalize()
matrixV = [arrowV.x , arrowV.y , arrowV.z , 0 ,
cross1.x ,cross1.y , cross1.z , 0 ,
cross2.x , cross2.y , cross2.z , 0,
0,0,0,1]
matrixM = OpenMaya.MMatrix()
OpenMaya.MScriptUtil.createMatrixFromList(matrixV , matrixM)
matrixFn = OpenMaya.MTransformationMatrix(matrixM)
rot = matrixFn.eulerRotation()
loc = cmds.spaceLocator()[0]
cmds.xform(loc , ws =1 , t= (finalV.x , finalV.y ,finalV.z))
cmds.xform ( loc , ws = 1 , rotation = ((rot.x/math.pi*180.0),
(rot.y/math.pi*180.0),
(rot.z/math.pi*180.0)))

Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com

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Adding extra deformation to an existing rig



Hi guys , this is a tutorial for my fellows animators , they ask me quite often to add extra controls of deformation on a rig
so they can pull out everything they want from the acting , so after doing that several times
I just thought to make a tutorial out of it in order to show them how to do that.

If you want to be updated on the release of any of my tutorial or plugins follow me on vimeo or subscribe
to the newsletter here :
Newsletter link
(Don't worry , I hate spam as much as you do!)

Feel free to write me for any C&C at: marco(dot)giordano(dot)work(at)gmail(dot)com

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