BasHe
09-07-2009, 01:24 PM
Hi,
I just wanted to show this vid (http://www.youtube.com/watch?v=yQ-vMVCjJ1U) of me playing with my very own MEL-scripted rigging tool. I wanted to make it into a reel, but I found it really hard to do so. I think the stuff I`m showing is rather technical and I`m affraid it wont really appeal to potential clients. But at the same time it does show my abilities in maya as a TD. Any suggestions on where to go with this would be appreciated.
anyway, the system`s functionalities:
- interconnect any kind of limb in the system. Each limb is described in a separate script. I did this so it would be possible to add new limbs to the system.
- enter optional attributes for the limbs like number of fingers or toes, complex or simple toes...
- `break` joints; creates double joints which bend smoother
- assign limbs to be stretchy, with visual feedback
- mirror limb branches; It predicts about which axis to mirror based on the greatest distance between the two selected roots. Branches and leaves that dont correspond wont be affected
- tags for preferred functionality (IK or FK). For now it sets the blend slider to either IK or FK, but I`m working toward a system where the opposite system isnt constructed (for efficiency)
- rename the index of any limb; standard, they are numbered, but you can easily edit them to `left`, `right` or anything I want
- quickly add ribbons for secondary deformations; you can choose any number of spans and controlls
- add piston joints or sleeves with the push of a button (see my other vid (http://www.youtube.com/watch?v=gdyxUUKhqN4) to see what they do)
- group controlls. Like grouping the wrist controller and fingertips in IK mode.
The functionalities I`m most proud of in the rigs themselves are:
- A very robust FK<>IK switching (http://www.youtube.com/watch?v=zRGIwM3WeWI) with snapping. This even works when you bend the FK joints in all directions and freely scale them. It theoretically works on chains of all lengths.
- The solid IK-spine. It is a IK-system for the spine (http://www.youtube.com/watch?v=Wk1UhkXFiLk) which retains its length. Or in case of added stretchyness you can set the maximum stretch (as a factor of the original length). In my eyes, this greatly adds to the apparent stability of the characters.
enjoy, C&C is much appreciated
Bas
I just wanted to show this vid (http://www.youtube.com/watch?v=yQ-vMVCjJ1U) of me playing with my very own MEL-scripted rigging tool. I wanted to make it into a reel, but I found it really hard to do so. I think the stuff I`m showing is rather technical and I`m affraid it wont really appeal to potential clients. But at the same time it does show my abilities in maya as a TD. Any suggestions on where to go with this would be appreciated.
anyway, the system`s functionalities:
- interconnect any kind of limb in the system. Each limb is described in a separate script. I did this so it would be possible to add new limbs to the system.
- enter optional attributes for the limbs like number of fingers or toes, complex or simple toes...
- `break` joints; creates double joints which bend smoother
- assign limbs to be stretchy, with visual feedback
- mirror limb branches; It predicts about which axis to mirror based on the greatest distance between the two selected roots. Branches and leaves that dont correspond wont be affected
- tags for preferred functionality (IK or FK). For now it sets the blend slider to either IK or FK, but I`m working toward a system where the opposite system isnt constructed (for efficiency)
- rename the index of any limb; standard, they are numbered, but you can easily edit them to `left`, `right` or anything I want
- quickly add ribbons for secondary deformations; you can choose any number of spans and controlls
- add piston joints or sleeves with the push of a button (see my other vid (http://www.youtube.com/watch?v=gdyxUUKhqN4) to see what they do)
- group controlls. Like grouping the wrist controller and fingertips in IK mode.
The functionalities I`m most proud of in the rigs themselves are:
- A very robust FK<>IK switching (http://www.youtube.com/watch?v=zRGIwM3WeWI) with snapping. This even works when you bend the FK joints in all directions and freely scale them. It theoretically works on chains of all lengths.
- The solid IK-spine. It is a IK-system for the spine (http://www.youtube.com/watch?v=Wk1UhkXFiLk) which retains its length. Or in case of added stretchyness you can set the maximum stretch (as a factor of the original length). In my eyes, this greatly adds to the apparent stability of the characters.
enjoy, C&C is much appreciated
Bas
