jgslooknout247
08-21-2011, 04:07 AM
This is my latest free character rig. Space Marine (http://www.3dgill.com/rigs.html). Looking for critiques on the rig and the website.
http://www.3dgill.com/FullBody_Controls.jpg
http://www.3dgill.com/FullBody_Clean.jpg (http://www.3dgill.com/rigs.html)
I've tried uploading it to creativecrash.com, but they've asked me to make a tutorial to discuss it's features before they'll host it. I'm in the process of making that tutorial, but here are the important notes:
1. It's low poly by default to better maintain realtime playback. Before rendering, select the geometry from the "Space Marine Geometry" layer and press the 3 key to smooth the mesh. Press the 1 key to return the mesh to low poly.
2. Arms and Legs possess IK FK Switch. The IK FK switch attributes a kept on a shape node that's instanced to all limb controllers, so select any controller to animate those attributes.
3. The shoulder guards automatically animate based on the animation of the shoulders. They have their own controllers including an attribute to turn the auto animation off or on.
4. I'm using a triple layer IK hand controller, so animators can control the pivot point of the IK hands.
5. The IK arms have an auto clavicle animation feature. An attribute to turn this off and on is included with the IK FK Switch attributes.
6. The IK hands can link to the World, a list of controllers, and a list of locators. The locators exist as proxy objects to be parented to other objects within an animation scene. The locators are at the scene origin.
7. All of the weapons have the same setup including the Uzi, Saw Sword, Grenades, and Grenade Pins. A main controller exists around each weapon's handle with parent switch attributes. Each weapons has individual world controllers. A controller exist with each hand for weapons and this controller's visibility is controlled from each arms IK FK Switch attributes. The grenades have waist controllers as well.
Version 1.1 Features:
8. Head locking - the head follows the neck by default. The custom attribute is on the head control.
9. Ik Elbow Lock - added as an alternative to standard ik arms and includes a triple layer control setup just like the standard ik arms. The custom attribute is included among the IK FK Switch attributes.
10. Dual layer controllers for the shoulder, wrist, and the hips for avoiding gimbal lock issues by controlling the pivot of the main controllers. If an animator prefers the traditional method then a custom attribute to hide these extra controllers is among the IK FK Switch attributes.
Thanks,
Jason Gill
http://www.3dgill.com/FullBody_Controls.jpg
http://www.3dgill.com/FullBody_Clean.jpg (http://www.3dgill.com/rigs.html)
I've tried uploading it to creativecrash.com, but they've asked me to make a tutorial to discuss it's features before they'll host it. I'm in the process of making that tutorial, but here are the important notes:
1. It's low poly by default to better maintain realtime playback. Before rendering, select the geometry from the "Space Marine Geometry" layer and press the 3 key to smooth the mesh. Press the 1 key to return the mesh to low poly.
2. Arms and Legs possess IK FK Switch. The IK FK switch attributes a kept on a shape node that's instanced to all limb controllers, so select any controller to animate those attributes.
3. The shoulder guards automatically animate based on the animation of the shoulders. They have their own controllers including an attribute to turn the auto animation off or on.
4. I'm using a triple layer IK hand controller, so animators can control the pivot point of the IK hands.
5. The IK arms have an auto clavicle animation feature. An attribute to turn this off and on is included with the IK FK Switch attributes.
6. The IK hands can link to the World, a list of controllers, and a list of locators. The locators exist as proxy objects to be parented to other objects within an animation scene. The locators are at the scene origin.
7. All of the weapons have the same setup including the Uzi, Saw Sword, Grenades, and Grenade Pins. A main controller exists around each weapon's handle with parent switch attributes. Each weapons has individual world controllers. A controller exist with each hand for weapons and this controller's visibility is controlled from each arms IK FK Switch attributes. The grenades have waist controllers as well.
Version 1.1 Features:
8. Head locking - the head follows the neck by default. The custom attribute is on the head control.
9. Ik Elbow Lock - added as an alternative to standard ik arms and includes a triple layer control setup just like the standard ik arms. The custom attribute is included among the IK FK Switch attributes.
10. Dual layer controllers for the shoulder, wrist, and the hips for avoiding gimbal lock issues by controlling the pivot of the main controllers. If an animator prefers the traditional method then a custom attribute to hide these extra controllers is among the IK FK Switch attributes.
Thanks,
Jason Gill
