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Suricate
10-24-2007, 08:12 PM
Hi folks,

I would like to present you two plugin packs that I have been developing over the past few months. Many of you might know these plugins already from Wegg's project.
I have extensively used these plugins in the rigs that I created for "Andy's Airplanes" as well as for some other commercial stuff. They are also used in Ulven's and peksi's new autorigger.

The plugin 'ActionPack' contains several action commands for armatures. Amongst other, you will find:

- 'AP_Target', which can be used for the Animation:Master style control of objects; this is an improvement over the 'BoneController' plugin
- 'AP_Slider', for creating sliders with various options for keyframing
- 'AP_DragButton', for creating sliders that don't slide. :)
- 'AP_HideGroup' and 'AP_HideHandle' for showing and hiding groups and handles
- 'AP_ResetChannel', 'AP_ResetSelected' and 'AP_SelectObject' for resetting and selecting objects
- 'AP_SetOffset', which can be used for creating tab-like GUI elements

The plugin 'ExpressionPack' contains a few useful expressions, among them:

- 'EP_QuatBlend', which can be used for smooth blending of rotations (e.g. for a FK/IK switch).
- 'EP_FlipPitchKey' which helps to 'fix' keys that suffer from pitch flipping (this might happen when rotating in local mode)

In the ZIP files you will find a documentation as well as some sample scenes. Both these plugin packs will certainly expand in the future. Some plugins are not completely straightforward in their usage, so if you have any technical questions, feel free to ask them here.

EDIT 2008/03/06: ActionPack is now updated to version 2.1. This includes a new action 'AP_CopyPose'.

EDIT 2008/03/25: ExpressionPack is now updated to version 2.3. This includes among others the new expressions 'EP_Retarget' and 'EP_StretchIK'.

rush123
10-24-2007, 09:31 PM
Thanks for sharing.

R

lanosrep1
10-24-2007, 10:59 PM
Thanks so much for sharing this with the community!!!.

Can't wait to dig in!!

Ulven
10-25-2007, 12:48 AM
These plugins do not only rock,
they also roll.
Kick ass work Christopher!

MikeBuckland
10-25-2007, 07:20 AM
Thank you! These look awesome

DMack
10-25-2007, 11:18 AM
That's great - all helps Messiah's path!

Julez4001
10-27-2007, 02:01 PM
Well ...it certainly has picked up around int he past month or so..in terms of community.


We need more ANIMATION however...can't wait till you guys wrap up on your projects so we can see.

kursad_pileksuz
10-27-2007, 07:13 PM
Thank you Suricate!

catizone
10-28-2007, 02:04 PM
Thanks Suricate..hope to get some time to play with them soon.

Best,
Rick

timnhe
10-28-2007, 09:31 PM
Thaks Christopher, great pluggins as allways

timnhe
11-05-2007, 11:05 PM
Hi again Crhistopher :)
I´m playing whit your armatures, the action pack is fantastic!, but i´m trying to mix ik / fk, using the AP_target, IK2D and a keyFader, but... i´m lost :( I don´t know if this control it´s possible..

Any ideas?
thanks!

timnhe
11-05-2007, 11:26 PM
Sorry, it´s works! :p

Suricate
11-06-2007, 10:32 AM
Good that you got it working ! :)

I've attached a solution with two seperate bone chains, one for FK and one for IK. I prefer this over the 'Keyfader' solution, as the interpolation is smoother.

Things to notice:
- The bicep and the hand bone use 'AP_Target', while the forearm uses 'AP_Pitch' (since this bone will only rotate along pitch and beyond +/- 90 degrees.
- The blending is done with 'EP_QuatBlend' for bicep and hand and 'MotionBlend' for the forearm.

Ulven
11-06-2007, 11:49 AM
I've attached a solution with two seperate bone chains, one for FK and one for IK. I prefer this over the 'Keyfader' solution, as the interpolation is smoother.

This is by far the best solution to use on IK/FK blending limbs, this way, the IK's stability and angle will also not be affected by the FK rotations.

timnhe
11-06-2007, 12:00 PM
Wow!, thanks Suricate :)
I think I have already said, but I was use your scripts since many years ago ...
Yet memories the autorigger for LW ... :D , great work!

thanks again

lanosrep1
12-10-2007, 04:42 AM
Hello Suricate,

Was wondering if your plugs (ActionPack and ExpressionPack) are the same used in the Auto Rigger plug?. I have recently purchased AutoRigger from Useful Slug was curious to know if this release, (called the public release v.2.0 in your html) is the same as the ones included in the Autorigger?

Thanks for clarifying.

Ulven
12-10-2007, 10:40 AM
- 'AP_DragButton', for creating sliders that don't slide.
- 'AP_SetOffset', which can be used for creating tab-like GUI elements
- 'EP_FlipPitchKey' which helps to 'fix' keys that suffer from pitch flipping (this might happen when rotating in local mode)

Were not in the ones we used in the autorigger, but you can safely overwrite the plugins from the autorigger with these. I'll try to update our download file today.

lanosrep1
12-10-2007, 05:04 PM
Thanks Ulven.. exactly what I wanted to know:)

kursad_pileksuz
01-06-2008, 09:39 PM
I cannot seem to get AP_HideGroup to toggle (setting hide works but not toggling) group objects visibility? Can someone confirm that this works or not?

thanks

Suricate
01-07-2008, 01:33 PM
Kursad, when 'AP_HideGroup' is in 'Toggle' mode, the visibility toggles between 'NONE' and the display mode you have chosen in the 'Meshes' and 'Other Items' drop-down menu.

If that doesn't help, you can send me your scene file and I will have a look.

kursad_pileksuz
01-07-2008, 02:48 PM
Hi Suricate

Ok it works now :) Great plugin!

thanks

Suricate
03-06-2008, 11:51 AM
Just would like to let everybody know that 'ActionPack_v2_0' and 'ExpressionPack_v2_0' are now included in messiah 3 (in case that you haven't noticed yet :-) )

I will post updates in the first post of this thread. There's now a small update to the 'ActionPack' plugin, it's on version 2.1 now. An action 'AP_CopyPose' has been added.

lanosrep1
03-06-2008, 03:22 PM
This is by far the best solution to use on IK/FK blending limbs, this way, the IK's stability and angle will also not be affected by the FK rotations.

Hi Vegard
Is this technique utilized in your autorigger?..

G.

Ulven
03-06-2008, 05:05 PM
Hi Vegard
Is this technique utilized in your autorigger?..

G.

Yep it is indeed. I use this technique in all my rigs. I made a little tutorial that's on pmg's site about it.

lanosrep1
03-06-2008, 07:51 PM
Nice!... thanks!

BTW... recently found a link to a rigger\animator named Victor Vinyals, a Maya user. His rigging demo shows striking similarity to the AutoRigger.. Have you ever seen this, or was it possibly something you are aware of. Here is the link:

http://www.luvictu.com/

G.

Yep it is indeed. I use this technique in all my rigs. I made a little tutorial that's on pmg's site about it.

kursad_pileksuz
03-06-2008, 09:04 PM
thanks for the release!


I have not tried these in scripts or expressions so far but do you see any issues with possibility of using them in scripts or expressions?

Suricate
03-07-2008, 11:31 AM
The functions and commands form the 'ExpressionPack' can be used in scripts just as any other functions and commands. The actions from the 'ActionPack' command are tied to armature actions. Do you think that it might be useful to have the functionality from the action also available as a command?

kursad_pileksuz
03-07-2008, 05:29 PM
Suricate I think that some of them can be useful in expressions and some like "AP_CopyChannel " can be useful in scripts. If you will untie them please make sure that you put a note in your plugins that not all are suitable for using in scripts(like hidehandle would not be a good idea to run as script that is called within a command expression).

Julez4001
03-07-2008, 08:51 PM
- 'AP_SetOffset', which can be used for creating tab-like GUI elements
.

Can you post an image of this?

Suricate
03-07-2008, 09:20 PM
Kursad, I will have a look at it and try to untie the functionality.

Julez, here's a screenshot of a rig that makes use of the 'AP_SetOffset' action. To the left is a menu in a collapsed state, to the right in expanded state. Similar to messiah's GUI, you can expand/collapse different blocks and the other blocks will move down/up in the screen accordingly.

http://img125.imageshack.us/img125/3126/apsetoffsetsamplekk8.jpg (http://imageshack.us)

Julez4001
03-08-2008, 01:40 AM
Nice work Chris.
I nominate you for a video tutorial on setting that up
:scream:

Nothing fancy.... anything like the videos on PMG site. A + B + C

Suricate
03-25-2008, 09:05 AM
ExpressionPack is now updated to v2.3, see the first post of this thread. This includes (among others) new expressions 'EP_Retarget' (useful for retargeting MoCap data) and 'EP_StretchIK' (to create IK chains with stretching and pre-stretching).

kursad_pileksuz
03-25-2008, 03:47 PM
Suricate thanks for the update.

I just opened retarget.fxs and it works under 32bit but it does not work under 64.

Suricate
03-26-2008, 01:33 PM
Well, the plugin is 32bit only at the moment, so I guess it shouldn't work with 64bit. I hope to convert all my plugins to 64bit as soon as I upgraded my oldish hardware.

kursad_pileksuz
03-26-2008, 03:14 PM
At least I can use 32 bit version and bake the motion if I needed. Thanks again for your contributions Suricate.

notlongago
07-02-2008, 04:53 PM
Hi Suricate,

Any word on 64 bit version of your expressions and action pack?

Well, the plugin is 32bit only at the moment, so I guess it shouldn't work with 64bit. I hope to convert all my plugins to 64bit as soon as I upgraded my oldish hardware.

Suricate
07-03-2008, 09:16 PM
Hi Suricate,

Any word on 64 bit version of your expressions and action pack?
Nothing new, sorry. I'm currently in a few projects, so I couldn't yet do any progress on the 64 bit compile.

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