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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

scroll-lock
09-07-2009, 02:38 PM
Yes, but it is pretty interesting for the technical people :) At least for me.
Anyway, I want to throw some suggestions as to how you can make it more interesting.
First - a better way of explaining what is going on - The best way is if you can talk behind the video, or if you don't want to - you can make captions, but be sure to make them very subtle - not to distract the viewer and in the same time, quite visible and readable.
What I liked most is that you show different kind of "creatures" and "limbs" - not the standard biped/quadruped in the reels we see quite often. But try to squeeze the video, don't play too much with the limbs and controls - it's quite obvious that they work. The best way is to show animated cycle for some seconds, skip the usual dragging, moving, rotating.
If it's possible show some working rigs /skinned ones. Or at least show that you have tested it in production of some kind.
And to make it even better looking reel, try to add some more rigging tools you have made. It's always best to show 2-3 tools that you have developed instead of 1.

Anyway - it was very interesting to watch.

vvkonline
09-07-2009, 03:23 PM
Hey Bas, your tools look great, very flexible. I really like how you show quadruped like rig constructed with same tools. I was wondering what does spring curves represent? my guess it would be for skinning, anyway if you could give more information on that.
Thanks for sharing.

vadim

BasHe
09-07-2009, 07:14 PM
Marin - Thank you for your comment and suggestions. I`m glad you found the vid interesting. Unfortunately, I`m just starting out and this is the first tool I`ve written. So I`m going to have place all my dimes on this one. I did a few rigs and animation for short productions recently which I really would liked to have included. But alas, I can`t show any of that `till they are released. I think the best way to go now is to construct some weird creature and do some animation with that. Then I can remove all the draging and rotating, which I found necessary to add now to show how the rig responds after the `click`. I really think that would make it much more interesting to the non-techies aswell, so thanks again for that suggestion.

Vadim - Thanks for you comment. Flexibility was the main idea behind all the tools and procedures I scripted. I really did intend for them to last through a lot of productions before I have to rewrite them. The spring curves actually represent that the limb is stretchy. It is a visual indicator and also serves as a tag (if object exists) when solving the rig. I really would have liked to include the skinning process in the rig-scripts. But I really wouldnt know where to start on that. I do all the weight painting manually.

vvkonline
09-07-2009, 09:52 PM
heh, cool, It's just looks interesting. But yeah i wouldn't do skinning as auto step too.

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