View Full Version : Driven Dynamic Rigging (like Endorphin) in Maya

05 May 2007, 08:15 PM

I would like some opinions,

I have been working on a dynamic rigging system inside of Maya. I have some tests that I have done with a gargolyle character I'm working on. I could finish this tool and make it fairly easy to build a dynamic rig in maya. It wouldnt be as good as endorphin but it would do alot of the same things and be free, instead of $10,000. I am going to start my last year of school and im not sure this project is cool enough to be worth the time.

So, would you be interested in this type of tool, is it cool enough, or is there another tool out there that I havent heard about. I just wanted to put a few feelers out there before I get started on rebuilding this.

All thoughts are appreciated.

Here is a video of some of my tests,
Part 1: regular animation
Part 2: driven ragdoll
Part 3: Animated body with Dynamic wings
(note: I am planning a cMuscle system body for this guys, the bones are just for reference)

05 May 2007, 03:07 AM
Wow! That's awesome!

Could you explain on how you did this? Very interesting tests!

05 May 2007, 03:19 PM
Looks great but I'm not sure what you mean with a "dynamic rigging system". Have you built a system for rigging characters or a system to make an existing rig dynamic (as in every joint becomes a constrained rigid body). Also, did you write a plug-in to make the bones dynamic or did you use pre-existing Maya tools with mel? Looks interesting none the less

05 May 2007, 07:23 PM
The reality is that I really dont know what to call it. I am working on a gargoyle character that could actually work (as close to an animal that could fly as I can get). Its for my Thesis at the University of Colorado.

There will be a sequence where two gargoyles collide mid air and fly threw a 5th story bathroom window and start kicking each others ass's. Since they both have a ~22ft wingspans it will be very crowded in there. Being able to simulate the fall and wings will be important in that cramped space.

Here is a graph of the flow of the rig I have in mind. I threw up a couple images of the rig as well.

To give a better description, its using a dynamic rig similar to a rag doll setup. As far as the rigid bodies there is more space between them to give better articulation. The constraints are also different in that they are driven. So there are several steps to animating this rig.

#1 Animate to a point were you need simulation.

#2 Turn ridged bodies active and turn of parenting

#3 Rewind and Animate Dynamic Goal Rig

#4 Play and Adjust to give desired weight strength.

#5 Bake Simulation

#6 Blend with animation rig to fine tune results.

All this could be done with all of the body or only part of the body. You could also go back and forth between animated and simulated. You could then refine your simulations with hand animation.

So in my sequence, it would start with animated gargoyles flying into each other.

#Switch fully Dynamic

They fly through the window and try to grab for purchase.

#Switch body animated

Then get up. They fight with wings and tails fully dynamic. Traditional animation for the bodies.


I hope that example gives you an Idea of what I have in mind. This is all done in Maya with mel. I have been using a ridged body plugin since Maya's is not all that great. I am doing tests with maya's standard engine to see if its good enough to switch to that. Planning on using cMuscle system for muscles and skinning.

Wow that was long. I hope that gives you all a better idea what I'm doing. Still really want opinions.

Ryan Brady

05 May 2007, 08:57 PM
Are you getting close to being finished with this phase of the rig and move onto the muscle system yet? I can't wait to see the muscles interacting with some of those movements you've gotten with the dynamic rig.

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05 May 2007, 08:57 PM
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