Releasing RigMesh v1.0

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Old 06 June 2012   #31
We would like to thank all the artists for their time and kind comments. We are currently very busy, but we will still keep maintaining and updating the RigMesh software. Let us know if you have any further comments/suggestions or if you found some bugs

-RigMesh Team
 
Old 06 June 2012   #32
Could you bring an existing character into this program for rigging?

Guessing not, but it could be neat!

Looks fantastic. Will have to give it a go.
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Old 06 June 2012   #33
I have been playing with Rigmesh and I have 2 problems at the moment, need a little help.

1/ When SHIFT DELETING to get rid of a part of the bone I do not need Rigmesh crashes every time, deleting an object is no problem just the selected part of the model this happens.

2/ When I create a mesh I get the bones, but I have noticed that sometimes the end of a bone sticks out the end of the mesh, I have worked out how to scale the bone so it is back inside of the mesh but haven't found a way to scale the mesh itself if I want to make it bigger, can that be done?

Thanks in advance
 
Old 06 June 2012   #34
Originally Posted by rigmesh: We would like to thank all the artists for their time and kind comments. We are currently very busy, but we will still keep maintaining and updating the RigMesh software. Let us know if you have any further comments/suggestions or if you found some bugs

-RigMesh Team


I think I have found a bug in the SHIFT DELETE function, every time I try to delete a part of the bone Rigmesh crashes, deleting a mesh is no problem just the SHIFT DELETE function.

Also is there a way to scale up part of the mesh?
Thanks in advance
 
Old 08 August 2012   #35
mac option?

Would love a mac option down the road, any plans?
 
Old 08 August 2012   #36
Originally Posted by retrograde: Would love a mac option down the road, any plans?


I second that.

or maybe an ipad version?

An app like this (that's stable) would be huge for iOS.

All us artist what is stable.

Being stable should be 100% of your focus. The concept is clearly great and needed. But concept is nothing without execution.

So many tools like this come and go cause us artist try it and it crashes and we never use it again.
 
Old 08 August 2012   #37
Originally Posted by gauranga108: I second that.

or maybe an ipad version?

An app like this (that's stable) would be huge for iOS.

All us artist what is stable.

Being stable should be 100% of your focus. The concept is clearly great and needed. But concept is nothing without execution.

So many tools like this come and go cause us artist try it and it crashes and we never use it again.


I'd take a buggy mac version over no mac version ;-)
 
Old 05 May 2013   #38
Hi rigmesh, your program looks promising.

To use it with a Humanoid in Unity, which workflow do you recommend? Where to set the root?

Solid Circles are the required bones, dotted circles are optional:

Last edited by JormaSoranen : 05 May 2013 at 03:29 AM.
 
Old 02 February 2014   #39
Very intuitive platform and very easy to create 3d shapes.
If you add some color and texture options I will be great online casino
Congrats.

Last edited by anotherw : 02 February 2014 at 04:18 PM.
 
Old 03 March 2014   #40
Fun to play with

I would hope to see some applink or GOZ support for this some day soon. It's great for rapidly building and posing basic shapes. I've also seen that there has been success animating after some minor fixing in iClone in their forum. If there were symmetry modes and some method of decently detailing and texturing without breaking the rigging... I as an artist rather than an animator would be fairly happy with this concept.

I do agree with others that it could use an actual intuitive interface as opposed to just a list of keyboard shortcuts. Although, once learned keyboard shortcuts are nice. I was thinking that a tabbed interface perhaps one for sketching... one for posing/rigging modification/joining operations. Maybe one for rudimentary sculpting and texturing.

Although not necessarily professional; this technology might have a rather large audience with Poser and Daz Studio users if the rigging were made compatible and models easy enough to import especially with some refinements in the ability to produce more detailed results.

I like the snapping for joining rigging node to node, but I think it might be better to manually connect in some cases by drawing in the desired bone. I also noticed that bones sometimes protrude usually from narrow extrusions, and do not stretch/deform the mesh but simply poke through when extended. Is this behavior intentional? I for one think it would be nice if the rigging always remained inside the mesh and could be used for deformations.

Anyhow, keep up the amazing work, I have never seen an easier way to rig, and if you take it in the right directions, I think there is probably a large potential market awaiting it. Right now it's fun to play with though.
 
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