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Cactus Dan
11-02-2006, 03:50 AM
Howdy,

The CD Character Tools plugins have been updated to fix some R10 compatibility issues, but I thought I'd add a few new features in there, too. :)

CD Spinal can now use the rotation of the controller object to control the spine twist:
http://www.cactus3d.com/SpineTwist.mov

The CD Hand tag's Pose features have been totally redone so that it is now a full fledged hand pose mixer:
http://www.cactus3d.com/NewHandTag.mov
http://www.cactus3d.com/BlendPose.mov

Squash and Stretch has been added to the CD Quadleg IK, so that's in there, too.

Also, both the CD Limb IK and the CD Quadleg IK have a new twist parameter, that allows you to twist the direction of the IK. That makes it a bit easier to do knee and elbow twisting without having to animate the Solver object or set up a complicated control rig.

All of the other bug fixes and updates in the CD Joints & Skin are in there, too, like weight display on FFD's and splines, and a more forgiving CD Skin mirroring function. ;)

The updates are compatible with both R9 and R10. You can download the latest versions from my web site:
http://www.cactus3d.com/Plugins.html

Adios,
Cactus Dan

pid
11-02-2006, 07:51 AM
Hallo Cactus Dan,
can you explain, whats the difference and efforts of your Tools compared to the new Mocca Tools of C4D 10.

Cactus Dan
11-02-2006, 03:33 PM
Howdy,
can you explain, whats the difference and efforts of your Tools compared to the new Mocca Tools of C4D 10.

Well, if you're really interested in what the differences are, the best thing to do is download them and test them out in the R10 demo. ;)

Adios,
Cactus Dan

ernia
11-02-2006, 03:55 PM
From what I've seen, Dan's tools are the only way to ride ;)
So far, I haven't found a reason to switch.

That said, I'm still looking forward to my v10 upgrade next week 8-)
ernia

flyingP
11-02-2006, 04:18 PM
whats the difference and efforts of your Tools compared to the new Mocca Tools of C4D 10.

easy one, Dan himself ;)

bobtronic
11-02-2006, 04:35 PM
nice update Dan, I love the new Hand tag's posing abilities and the Spinal IK enhancements.

cheers,
Bob

LucentDreams
11-02-2006, 09:50 PM
well especially in the videos he jsut showed, cinema doesn't have a hand posemixer built in like that, you can use MOCCA's pose mixer but that requires manaully copying the hand hierarchy and doesnt' allow mixing between poses and a manually posed setup (thought there are wasy to set that up too, all much more complex)

And the Spinal setup allows way more degrees of rotation from the looks of it.

MrBraun
11-03-2006, 07:31 AM
Great update Dan!! Well done my friend!! :thumbsup:

Primitiv
11-03-2006, 11:26 PM
Dan tools are just great. Elegantly organized, very powerful, and his support is top notch. Even with all its new features, R10 does not make Dan's tools obsolete or useless, to the contrary.

benytone
11-03-2006, 11:48 PM
Respect, awesome pose features and rotation on CD Spinal looks killer :buttrock:




.

spirozero
11-04-2006, 10:54 PM
Hey Dan - I get a blank page when I click on your Joints & the Joint tool tutorial.

I'm on a Mac using Safari.

Cactus Dan
11-06-2006, 12:48 AM
Howdy,
Hey Dan - I get a blank page when I click on your Joints & the Joint tool tutorial.

I'm on a Mac using Safari.
The tutorial is hosted on C4DPortal's server, so let me find out what's up with that.

Adios,
Cactus Dan

Cactus Dan
11-06-2006, 04:30 PM
Howdy,

OK, the link has been fixed. ;)

Adios,
Cactus Dan

Zendorf
11-07-2006, 01:36 AM
Hey Dan , looks like a nice little upgrade!

The twist function is something that I have been craving for a while in c4d, so it was the first thing that I tried out. It seems that the twist is really an offset for the existing pole vector (or solver object as you call it). Is there any way of not having to use a solver object at all, just using twist to adjust the rotate plane?


Also, is there a way to create ik between just two joints as you would for a standard Maya style reverse foot..between ankle to ball, and ball to toe. The limb ik tag is more suited to a 3 joint chain than 2 joint chain....or am I missing something here?

Cheers...

Cactus Dan
11-07-2006, 02:33 AM
Howdy,
Hey Dan , looks like a nice little upgrade!

The twist function is something that I have been craving for a while in c4d, so it was the first thing that I tried out. It seems that the twist is really an offset for the existing pole vector (or solver object as you call it). Is there any way of not having to use a solver object at all, just using twist to adjust the rotate plane?
Well, the Solver object is there to calculate the rotation plane, and you need 3 points to define a plane in 3D space. Those three points come from the positions of the Goal, the Solver object and the starting Joint of the chain. I reckon the third point could be hard coded into it, like Maya's, but I've sort of noticed a lot of riggers in Maya end up using a Locator with a Pole Vector Constraint anyway. :rolleyes:

Also, is there a way to create ik between just two joints as you would for a standard Maya style reverse foot..between ankle to ball, and ball to toe. The limb ik tag is more suited to a 3 joint chain than 2 joint chain....or am I missing something here?
Well, you can use the CD Dual Target tag if you just want to rig a single two joint chain. But, if you're rigging a foot, remember that there's the CD Foot IK tag which was especially designed for that. ;)

Adios,
Cactus Dan

crackle
11-07-2006, 04:30 AM
hey Dan great work!!

can we use selection tags now to hide geo we dont want to weight with the paint tool?

Cactus Dan
11-07-2006, 09:31 PM
Howdy,
can we use selection tags now to hide geo we dont want to weight with the paint tool?
Yes, that update is in there, too. ;)

Adios,
Cactus Dan

donelgreeko
11-08-2006, 04:41 AM
I haven't tried out the update yet, but I worked for 3 months in the internship and had the possibilitie to see the easy handle of the R9.5 Version. It was the best alternative for Mocca 2, so far I know. Someone said me, a big touch of the Mocca Rigging, is it right?

So, good woork :)

Cactus Dan
11-10-2006, 08:31 PM
Howdy,

Oh BTW, I forgot to mention that the Setup tool was updated a bit, too. You can setup multiple chains at a time as long as the axis that will be the solver axis is the same.

For example:
http://www.cactus3d.com/2LegSetup.mov
http://www.cactus3d.com/4FingerSetup.mov

Also when setting up a CD Foot IK, if the leg was set up first, it will automatically move the target for the leg's IK (CD Limb IK or CD Quadleg IK) into the CD Foot IK's target object hierarchy:
http://www.cactus3d.com/FootSetup.mov

Adios,
Cactus Dan

bobzilla
11-10-2006, 08:44 PM
Very nice, Dan.

Your little "BTWs" are a pretty big deal! You should be shouting from the mountain tops.

Great stuff as always...

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