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View Full Version : How to make a leg like XSI's bipe rig ?


chuong
05-09-2007, 01:42 AM
Hi,
I like the leg in XSI's bipe rig very much, but i explore it to try to make it myself and failed .
Could you please help me to understand about this ? About the roll of the foot, how to set up ? I can make that kind of roll in maya but XSI.

Strang
05-09-2007, 10:13 PM
an operator is doing the rolling of the foot. if you want to use that you could just use the CDK...

http://softimage.wiki.avid.com/sdkdocs/cus_cdk_CharacterDevelopmentKitObjectReference.htm#Xaaj485288

or you could make your own op that does the rolling of the foot. then you need to learn how to write operators...

this shows how to write them as self installable...
http://softimage.wiki.avid.com/sdkdocs/cus_ops.htm#Raan85635

you can also do them from the UI... right-click on properties or parameters. "Set Scripted Operator"

good luck

ShadowM8
05-10-2007, 02:26 AM
You could set something similar using expressions with conditional statements but it would be rather limited. A scripted operator would be a way to go. I can't recall the logic the biped has but the idea is that you have several pivots for say heel, ball, toe and once you controller (or slider) is over a certain threshold you move from one to another. With something like this you would have at least 1 input and 3 outputs for an operator.
The biped rig however also does tilt of the foot from side to side for this you would have to deal with transformations.
Also you can always open up the operator and look at exactly how its made.
If you don't want to deal with self installing ops you could always just use the scripter operator editor to get a working version first.

ThE_JacO
05-10-2007, 06:20 AM
Also you can always open up the operator and look at exactly how its made.
not when it's a compiled op, and while I might be wrong, I think since the whole autorigger was officialized as CDK, those ops have all been moved to compiled.

If you don't want to deal with self installing ops you could always just use the scripter operator editor to get a working version first.
self installing hasn't got much to do with ops, lets not confuse matters.

Self installing is an option to package and deploy plugins that replaced the older (and atrocious) presets based one.

A plugin can apply the op for you, but so can a straight run-once script.

The distinction in the linked wiki page is between a registered operator, which has some requirements but benefits from better re-usability, vs having one dumped into your scene straight on the object by using a set.
To my knowledge Self Installing can qualify the plugin that access the registrar, but not the op, the difference is more then semantycs.

ShadowM8
05-10-2007, 04:53 PM
Jaco I remember opening the scop for the roll as late as version 5, hence why I suggested to do that. It might have been changed in 6 but since I'm yet to migrate to it I wouldn't know.
Edit: If you get the preset biped rig you can still open it under R/LPivotBase

As for the self installing ops, while the self isntalling part has nothing to do with ops per say it take a significant investment of time and sifting through rather confusing sdk examples to get it to work. (speaking from personal experience) So my suggestion was to get a working version with the editor and then if one wants to package it to self installing plugin they can do so. Nothing more, nothing less.

ThE_JacO
05-11-2007, 01:46 AM
Jaco I remember opening the scop for the roll as late as version 5, hence why I suggested to do that. It might have been changed in 6 but since I'm yet to migrate to it I wouldn't know.
Edit: If you get the preset biped rig you can still open it under R/LPivotBase
that's cool, might have been just the spine then that was ported and locked.

As for the self installing ops, while the self isntalling part has nothing to do with ops per say it take a significant investment of time and sifting through rather confusing sdk examples to get it to work. (speaking from personal experience) So my suggestion was to get a working version with the editor and then if one wants to package it to self installing plugin they can do so. Nothing more, nothing less.
my note was mostly because when you talk about APIs you HAVE TO be precise.
If you tell somebody new to xsi to write "a self installable op", instead of "a registered op in a self installable plugin", they are gonna go absolutely pigs**t trying to scavenge in the docs, and that's just for starters :)

chuong
05-11-2007, 02:17 AM
Exactly, i cannot make a rising heel. I created a leg, foot system as in some tutorial, one chain for the leg, and one for foot that start at the heel, then ball and toe. But how can we rotate the foot around the heel that the toe still stick on the ground ??? i mean the heel rising ! I think that i cannot make it with just some simple pivots. In character development kit (XSI's bipe rig), it has alot of codes that make me sick !
Bone system in XSI is different from maya. How ever, XSI's interface is sweeter (for me:D). Ok, i'll try more !
Currently, i have a personal project, just another mantis. Modelling is oke for me, but rigging is problem. I just put some very simple bone into my mesh and some controls to make it animated.

Thank you .

mdee
05-11-2007, 05:14 PM
Exactly, i cannot make a rising heel. I created a leg, foot system as in some tutorial, one chain for the leg, and one for foot that start at the heel, then ball and toe.

INVERSE hierarchy is the key (one fo the possible solutions). Basically you have to draw a chain from toe to hell, not the other way and put it on top of normal chain. Search the web for inverse foot.

Also, if you can rig a foot in maya, you can do that in XSI. There is not really that much difference, especially in such simple concepts.

P.S. You can also do that by transform grouping, just like in maya. In the end it leads to multple pivots.

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