View Full Version : MOCCA Rig Available
JoshM 01-28-2003, 11:07 PM I have uploaded a complete rig, which includes Soft IK and Expressions, to Plugin Cafe. Copy the file into the Library=>Objects section of your C4D folder and you can have a rig created with the click of a button. Have fun.
Here is the direct link:
http://www.plugincafe.com/download_browse.asp?type=OBJECT&version=8012
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lllab
01-29-2003, 11:46 AM
thanks you very much:-)))))
llab
medula
01-29-2003, 02:06 PM
llab,
Thanks for sharing! I will try and check it out soon! :D
bobzilla
01-30-2003, 01:56 PM
A million thanks!!! I just spent 2 hours the night before last trying to get foot bones to work with PoseMixer and afer downloading your rig, I finally got it to work right. Everytime I loaded my default position, the foot shot across the screen!
The null...it always comes down to the null...
Thanks again.
designresponse
01-30-2003, 03:14 PM
:beer:
Very nice Rig
thanks for the head start
:thumbsup:
Peter
JoelOtron
02-01-2003, 04:11 AM
Awesome!
Thanks!
bobzilla
02-11-2003, 07:56 PM
How were the sliders for the head and neck movements created? I know they used Xpresso in some way, but I've tried "reverse engineering" the rig, but I'm a bit confused.
Thanks.
JoshM
02-11-2003, 11:12 PM
Originally posted by bobzilla
How were the sliders for the head and neck movements created? I know they used Xpresso in some way, but I've tried "reverse engineering" the rig, but I'm a bit confused.
Thanks.
Are you refering to the Spine sliders or the movement of the neck and head?
The head and neck expressions were all done by using set driven keys. The neck and head move based on the movement of the Head and Spine Controls, so I used Set Driven Relative because in certain axes of the bones (P axis) already had rotation coordinates. If the movement from the null object was affecting the neck bone, the neck bone would then drive the head bone through a range mapper node.
With the spine sliders, I created the User Data sliders in the AM then used set driven keys on the Root bone. Then had the Root bone drive each other spine bone with a range mapper to increase the rotation.
-Josh-
bobzilla
02-11-2003, 11:58 PM
Thanks very much, Josh! I haven't delved into Xpresso that much yet. That range mapper node seems very imortant in character animation. I'll have to learn something new...yet again...:-)
Thanks again!
JoshM
02-12-2003, 12:56 AM
Originally posted by bobzilla
Thanks very much, Josh! I haven't delved into Xpresso that much yet. That range mapper node seems very imortant in character animation. I'll have to learn something new...yet again...:-)
Thanks again!
Yeah, the Range Mapper node can help and solve a lot of problems with Xpresso. Its definately a node that you can benefit greatly from learning.
-Josh-
Pig Nick
02-12-2003, 06:01 AM
Ordered the MOCCA yesterday...agonizing waiting begins...
bobzilla
02-12-2003, 01:29 PM
Also in your rig you used PoseMixer. I've used pose mixer on my dino model for the feet and the entire arm, hand and fingers. I've only set up the left side so far. When I mirror the bones for the right side, will I have to do all new morphs and add a new PoseMixer object, or will the BoneMirror morror everything?
Thanks.
JoshM
02-12-2003, 05:49 PM
Originally posted by bobzilla
Also in your rig you used PoseMixer. I've used pose mixer on my dino model for the feet and the entire arm, hand and fingers. I've only set up the left side so far. When I mirror the bones for the right side, will I have to do all new morphs and add a new PoseMixer object, or will the BoneMirror morror everything?
Thanks.
There's two ways to do this:
1. Setup your entire rig with PoseMixer and all of its morph targets. Link all the morph targets into PoseMixer, then mirror the rig and also mirror the morph targets. Since the mirrored PoseMixer object will be linking to the original morph targets, it will be posed just like the original hierarchy. Just re-link the mirrored morph targets into the mirrored PoseMixer and everything should be fine.
2. Create your rig, add a PoseMixer object to the hierarchy you want to deform, and create all of your morph targets but do not link them just yet. Mirror both your rig and morph targets, now begin linking all of your morph targets for both PoseMixer objects. This is the way that I went about it, but the other way is just as good.
HTH
-Josh-
bobzilla
02-12-2003, 07:34 PM
Thanks very much, Josh. I'll give 'er a go!
ThirdEye
02-28-2003, 06:23 PM
Nice DJ Shadow avatar Josh ;)
flingster
02-28-2003, 07:41 PM
good on ya....thanks for sharing your time and efforts.
:thumbsup:
JoshM
02-28-2003, 10:12 PM
Originally posted by ThirdEye_01
Nice DJ Shadow avatar Josh ;)
You like that, huh =)
I am actually kinda surprised that someone recognized that, especially someone thats not from the US. So I take it you listen to him?
-Josh-
ThirdEye
02-28-2003, 10:24 PM
Originally posted by JoshM
You like that, huh =)
I am actually kinda surprised that someone recognized that, especially someone thats not from the US. So I take it you listen to him?
-Josh-
yup ;)
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