View Full Version : Steel Ronin Rigging tool
06-10-2003, 03:39 PM
Has anyone tried this?....comments?
I haven't had a chance to check it out but I like the concept.
06-10-2003, 04:42 PM
Thanks I'm glad you like the idea. There is a pre-built rig in the files you can try.
Only pose that is not user friendly is if you move the char hips forward, down and to the sides. I couldn't find a way to keep the knee controls in front of the body and between the toe and hips without createing a new problem. But it's not a big problem.
06-10-2003, 04:47 PM
have you guys looked at how you characterize a character in Motion Builder?
The system is really quite elegant and intuitive. Maybe give it a look to see what your tool can evolve into.
I think you are on to something, but there needs to be a bit of streamlining with the overall setup. It should really just be 1 button pressed to setup your proxies. I haven't used it, but it doesn't seem like that.
Anyway, think about looking at MB to see what you can discern and maybe build off of.
Keep up the good work.
Digit mag just got in at B&N today...can't wait to try MB...thanks for the email BTW policarpo.....:thumbsup:
06-10-2003, 07:49 PM
yes the setting up of the proxies is the slowest part of the process but there is no layout setup for it. It's just a matter of breaking up you object after your done weighting it and putting them in the right layer. I put more time into setting up surfaces with colors for the public. I personly don't even use the proxies on screen i set them to 100% dissolve so all i see is my mesh. objects/Proxies are still selectable when set to 100% desolve. Nothing to get i my way nothing to hide for previews.
If the hub could read bones both ways oh the fun we could have.
01-15-2006, 09:00 AM
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