Tutorial: Create a Procedural Ribbon in Maya
Since I put up my rigging reel I’ve received a lot of questions and requests for a tutorial on the procedural ribbons, so I’ve finally put together a tutorial on them. When I finished the tutorial I realized that it was really slow-paced, so I’ve written a script for it (attached at the bottom of this post). So for those of you that find it easier to figure out what’s going on by skimming through some code, you know what to do 🙂
This kind of technique might be old news to some people, but it’s too awesome not to be shared. These ribbons actually evaluate slightly faster than the traditional ribbon-setup, which is crazy considering they’re so much more flexible. What makes this setup powerful though, is that they utilize the nonLinear deformers in Maya, which means you inherit the same flexibility as you have with deformers, so you won’t take a performance-hit as you’re just adding functionality to an already existing deformer. This technique could of course be altered to ride ontop of FK-rigs, which could be used to rig tails/tentacles/fishes etc. When I figured out this technique I felt like it opened a door to a new way of thinking about rigging challenges.
The ribbon produced by the script is almost identical to the ribbon created in the tutorial, with the exception of some cleanup in the setup and an option to offset where on the surface the twist occurs.
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