View Full Version : Rigging challenge invite
LucentDreams 12-04-2006, 05:30 PM I'd like to encourage everyone here interested in rigging to come over and participate in the new rigging challenges that should be starting soon in the rigging forum. With Cactus Dan's plugins and R10 I think we can offer some serious contributions and learn a lot along the way.
Doesn't matter if you are in R10 or R9 with mocca or Cactus dan's plugins give it a try when it starts and see what you can do and learn. I had to put a good fight in for plugins to be allowed so I do hope we'll see some good involvement form the Cactus Dan users since there are not a lot of r10 users yet.
http://forums.cgsociety.org/showthread.php?t=435579
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Aurety
12-04-2006, 05:39 PM
just great !! :thumbsup: Thank you Kaiskai !
Yep excellent idea. Thats a good way to show everyone out there what c4d is capable of with the new rigging tools available.
fluffouille
12-04-2006, 05:57 PM
Sounds great :)
Clément, bring your butt over here, I want to compete with you (and be crushed like a flea).
kiteman
12-04-2006, 06:05 PM
a rig challenge ! :) yes that a challenge for me that :D ^^ !
thanks Kai ;)
Yes Fluffouille, you'll suffer :twisted:
benytone
12-18-2006, 06:54 PM
come on people! where are you? challenge has already Begun
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my wip thread:
http://forums.cgsociety.org/showthread.php?t=442127
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http://home.arcor.de/benytone/RM01.jpg
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more on the general challenge:
http://forums.cgsociety.org/forumdisplay.php?f=216
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kiteman
12-18-2006, 07:33 PM
well I don't find the subject very interesting in fact so I just watch others ;)
(in fact a game character 'rigging' challenge is more a 'squeleton setup challenge' ( because game character use moccap .. ) than a 'rigging' one ( IKs setup ) )
but keep rocking guys you who make this challenge :)
LucentDreams
12-18-2006, 08:40 PM
1) first challenge is no longer an in game character because the model wasn't ready in time.
2)In game characters most certainly do use IK Rigs for the original animation as not everything is mocapped and mocap cleanup is often handled by blending animation between IK and mocap rigs. Many Games are now using dynamic IK directly in game like Shadow of the colossus, which was one of the better implementations to date.
Kai, have you ever done any rigging for games in c4d? If so what was your workflow like?
I have used milkshape and exported motion from c4d via .fbx. It worked pretty well. I am not sure that is the correct workflow, because i have no guidlines to follow. Like in max or maya, their workflow is pretty standard.
When you say "dynamic ik" do you mean dynamic parenting, i.e. ik/fk blending? Or is it more like soft ik? Or something else entirely?
LucentDreams
12-18-2006, 10:39 PM
I've not done rigging for games. Personally Like Kiteman I'm sure, I prefer cartoony characters and highres work for stretchy flexible characters so I've not bothered trying to do a game character, I think thats one of the appealing things about this new challenge system will be chances to tackle such rigs in the future (personally glad the first one isn't game based now)
When I say Dynamic IK I mean Its AI driven so that the character catches himself (much like how we actually walk) so if the character is off balance it will try to place the IK goal within range, to a place where it will again be able to support itself. Its a very procedural type system as its looking at its keyframed animation but also using an IK system to support itself, when the IK needed to catch the character is beyond its limits, the character will stumble or fall. Spore is another great example.
Wow that's pretty amazing. I see what you are saying. Must be like a floor constraint, but when the target gets too far away from the constraint, it probably triggers an animation track. Hmm...Or something like that. Haha.
Personally i feel that now we have joints in c4d, besides dan's joints, then this will make the step into the games field a little bit easier. Although, i would think that c4d would need something similar to an autorigger like character studio in max.
I do some rigging for games in 3d s max. The only benefit i see in that program is character studio's very stable auto rigging, and the game format exporters. Nothing really more major than that.
kiteman
12-19-2006, 03:42 PM
1) first challenge is no longer an in game character because the model wasn't ready in time.
ha ? sorry but , the subject seemed to change lot of time :sad: .. so what is it exactly now ?
edit: ok I've checked the Rigging challenge post , and I've read the subject ( at the end ) .. but I don't see any character model to download .. ^^
I think , he should have edited his first post , with the subject and the file ;) .. it's a bit confusing
Medicine Horse
12-20-2006, 01:29 AM
The challenge right now seems very unfocused and lacking structure. It does seem like a great idea though. I'll keep an eye out.
edit: finally found the right thread with the models and specific info. oops. I'll definately consider trying something in r10.
-m
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