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rafanzovin
10-12-2005, 10:23 PM
Hi all,

Over the past few months, I've been designing a new Maya rig and auto rigging system, and we've finally got some tests put together to show the net. This will become part of the Maya Setup Machine 2.0, along with some auto weighting tools, but for now I'd really like some feedback on what we're putting together for the rig.

What I'm trying to do is to come up with a standard rig type that's usable across the board, both on realistic and cartoony characters. I've built in a lot of stretching and reshaping controls to allow some real control of the character's silhouette, which should allow either really extreme cartoon stretch-and-squash or subtle breathing in a more realistic character. I've tried to do this simply and elegantly, with as few controls as possible. We'll be posting a sample rig soon, after we work some kinks out of our test case.

Here's some movies demonstrating the rig's features. They range from 6MB to 12MB.


Limb stretching and reshaping:

http://www.rafhashvideotapes.com/lib/rafhashvideotapes/rigleg.mov



More limb reshaping, and IK on top of FK:

http://www.rafhashvideotapes.com/lib/rafhashvideotapes/rigarm.mov



Stretchy spine with reshape controls:

http://www.rafhashvideotapes.com/lib/rafhashvideotapes/rigspine.mov



IK, FK, and isolation switches:

http://www.rafhashvideotapes.com/lib/rafhashvideotapes/rigfkandik.mov



Using the proxy to attach hands to the body, and control the skin directly:
http://www.rafhashvideotapes.com/lib/rafhashvideotapes/rigproxy.mov


The Twist Placement control for getting rid of shoulder twisting:
http://www.rafhashvideotapes.com/lib/rafhashvideotapes/rigtwist.mov



Oh, by the way, the character above was also auto-weighted. While we're still working out the kinks in that process, there was very little weight painting necessary--just touch-ups here and there.

I'd love to hear your feedback. We'd like to make this the most complete rig we can, so let me know what you'd like to see, and how you, as an animator, would like to use it.

Thanks!

Raf Anzovin

Anzovin Studio

www.anzovin.com (http://www.anzovin.com/)

raf@anzovin.com

NolanSW
10-13-2005, 12:52 AM
Raf,
First off :bounce:. :applause: . Amazing.

Couple of questions for ya:

1. Is this plugin modular? Meaning can I use parts of a setup without having to do the whole character? Use just the arm setup or spine setup? Could call some of this through mel?

2. Is there a naming convention needed for joints?

3. When can I buy?

This is a HUGE leap from version 1.

The space switching is nice. Look into what Hamish (macaroniKazzo (http://www.macaronikazoo.com/mel/)) does with this. If you could have it more dynamic so I could switch what control is parented would be very powerful.

I look really forward to this. Great work.

P.S. If you have a sample rig I could show our animtors would be greatly appreciated. Our senior animtor seemed really stoked. Just PM me.

Sean
::character td::
::shaba games::

rafanzovin
10-13-2005, 09:48 PM
1. Is this plugin modular? Meaning can I use parts of a setup without having to do the whole character? Use just the arm setup or spine setup? Could call some of this through mel?

Yes, it is modular, and you can certainly integrate it with your own rigs. We hadn't planned to make it mel calls for it, but if that's something you need we'll certainly consider it!

2. Is there a naming convention needed for joints?

TSM2 works differently them TSM1: rather then creating the setup from scratch from pre-existing joints, it creates them both at once based on the placement of special control objects called "Widgets." Some of the rig is attached to the Widget and some of it is generated when you use the "Rig" command. Once the Widgets have been turned into setup, you can name the joints whatever you want.


3. When can I buy?

Probably in early November. We don't have a solid release date yet, but we're getting very close to having a working product.

NolanSW
10-13-2005, 10:51 PM
Raf,
Sounds promising.

Could I make a suggestion? Some animators really like to have certain controller types. During the control making process, could you give the user options for controller types to be used? Even better yet, have a textfield where I could explictly create a control with a mel command. This would give the app a better feel of flexiblity.

Exposing the commands to mel would be really helpful. This would give users the ability to adapt this in a pipeline specific setup.

Also, the user could have a hard coded joint setup and call an exposed command that would look something like:
stretchyArmSetup("Left", "jo_shoulder", "jo_elbow", "jo_wrist");

This could give the TD some ways to be more effecient with setup and with basically a "one button" create rig process. Or have two buttons, one to make rig stretchy and the other not stretchy.

Oh, not a big deal but what's the cost going to be?
Thanks,
Sean

sporadic
10-14-2005, 05:16 PM
Yeah, this looks great. How much of it is MEL and how much is plug-in? Are there custom nodes and the like, so I'll need the plug in on every computer, or does it just do the setup using basic Maya nodes?

It looks really cool, and much in line with many of the ideas I've been playing with recently. Great stuff!

anzovin
10-14-2005, 06:38 PM
No custom nodes--you can use TSM2 rigs on any machine, whether or not TSM2 is installed. Rigs will work in Maya 5, 6, 6.5, and 7.

Steve
Anzovin Studio
http://www.anzovin.com

rafanzovin
10-14-2005, 07:11 PM
Yeah, this looks great. How much of it is MEL and how much is plug-in? Are there custom nodes and the like, so I'll need the plug in on every computer, or does it just do the setup using basic Maya nodes?

It does everything with basic Maya nodes, so you won't need to have anything custom installed to use the rig when it's done. It's a plug in that uses a lot of MEL calls.

Oh, not a big deal but what's the cost going to be?

$99

I'm going to discuss your suggestions with Morgan, our programmer, and get back to you about them, NolanSW.

--Raf

NolanSW
10-15-2005, 01:45 AM
I


I'm going to discuss your suggestions with Morgan, our programmer, and get back to you about them, NolanSW.

--Raf

Cool. Much appreciated.
Sean

sporadic
10-15-2005, 01:48 PM
Thanks for the info! I didn't think I saw anything that couldn't be done with basic Maya nodes, but I wasn't sure. It looks really nice. I'll keep an eye on this.

thematt
10-15-2005, 06:00 PM
really nice so far, but like say Sean getting modular would be tremendious..i really like the concept behind and all that, easy and fast for animator, but still really it's just a setup that you have to apply to humanoid characters and today I think it would be a more valuable to have it deal with about any kind of characters (maybe include sometime quadriped base on the same concept that be great)..



Anyway,I really like what I see.good luck for all.



cheers

rafanzovin
10-15-2005, 07:01 PM
really nice so far, but like say Sean getting modular would be tremendious..i really like the concept behind and all that, easy and fast for animator, but still really it's just a setup that you have to apply to humanoid characters and today I think it would be a more valuable to have it deal with about any kind of characters (maybe include sometime quadriped base on the same concept that be great)..

Not a problem--this system has been designed to be modular from the begining. You can pretty much do any kind of character with it, not only including standard quadrupedes and bipeds but also Centuars, two-armed monsters, people with two heads, or whatever. You could use tail systems (not shown in the videos) to do a squid or Great Cthulhu.

--Raf

thematt
10-16-2005, 01:34 PM
Not a problem--this system has been designed to be modular from the begining. You can pretty much do any kind of character with it, not only including standard quadrupedes and bipeds but also Centuars, two-armed monsters, people with two heads, or whatever. You could use tail systems (not shown in the videos) to do a squid or Great Cthulhu.

That's way cool !! two thumb up.
let us know when it's out, and if you can make other little video that be great too.
Anyway modularity really is the big value of your system then.
can't wait to test it.

cheers

Atwooki
10-16-2005, 04:36 PM
That's an amazing rig! Just followed some of your movies, and quite stunned by the isolation controls and the proxy setup - Great Stuff :thumbsup:

rafanzovin
10-23-2005, 04:19 PM
We've now had a chance to put together a set of movies demonstrating how to
apply the Setup Machine to a character. Not everything that will be present
in the interface is currently present (there will be tools to build
different body plans, for instance, in the Setup Machine menu).

http://www.rafhashvideotapes.com/lib/rafhashvideotapes/widgetspart1.mov
http://www.rafhashvideotapes.com/lib/rafhashvideotapes/TSM2Mwidgetspart2.mov
http://www.rafhashvideotapes.com/lib/rafhashvideotapes/TSM2MSSPart3.mov
http://www.rafhashvideotapes.com/lib/rafhashvideotapes/TSM2MSSPart4.mov

Thanks for all your feedback!

--Raf

My Fault
10-25-2005, 08:03 PM
This is looking really impressive Raf. The rig itself offers so many possibilities and the ease at which you can use it are blowing my mind.
Will you be offering that rigged grey guy to download so we can test out the rig beforehand?

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