Final Rig [Download]


#101

is there maybe a quick tutorial, from creating guides to the skining simple character :slight_smile:
also another question, guides are used to set up skeleton to your own character needs/proportions right?
any way, I like it :slight_smile:


#102

Hi everybody,
Did anyone try to use Final Rig with maya 6?
Thanks in advance for your respond.


#103

I used it for one character in my current project in Maya 6.01.
It works fine on our high res character, the predone low-poly stand-in is a nice during animation to speed things up. I did have some problems placing the finger joints so the smooth skining deformed correctly. But thats probably because Im not great at rigging and skining generally.


#104

looks awesome i just tried itttttttttt


#105

what about version 6.5 on osX

anyone tried it.


#106

hey,

so in using final rig i built my character in its own file, and i want to bring it into another scene file for my animation… but when i import it it doesnt load the controls correctly, and tells me there is no,ā€œinsert control object on character hereā€.tx

so i was wondering if anybody had success in importing the character to another scene, and if so how they did it.

Thanks!


#107

i’ve had no troubles referencing or importing finalrig generated rigs. However, i dont use the finalrig interface for animating - just the controls and character sets.


#108

I finally figured out what was wrong after a few hours.

it has to do with the way another file is imported into maya.

  1. File>import…[]

  2. Then make sure ā€œuse name spacesā€ is turned OFF (unchecked)

  3. Import file

the reason it would not work is because FR was looking for a specific name, and when you imported something under the other way it would add the file name, then the object, so it would look like this: smith_05:smith_LeftHand

the problem here is the ā€œsmith_05ā€ part was not in the original rig.

Also it should be noted that i am using Maya v6.0 Unlimited. and Final Rig 1.2 Beta.


#109

Wow.
Just, wow…
This rig program is frickin’ SAH-WEEEEEEET!
I made myself a lil’ rig of Nightcrawler, (from X-Men), just to test out the system, and I have been so insanely pleased with it. It is so easy to use, so much fun, and it just makes my whole life easier with that fantASTIC ā€œKey all Attributesā€ button; makes it so easy to do ā€œpose-to-poseā€ animation!
Thank you thank you thank you to all involved in making this!

-The ReBooted One


#110

i feel like i’m asking too much, but how do you guys move the character through the scene… like what do you grab onto in order to set the location of the character in the scene, and then move it to another spot?


#111

the big circle around the feet.
If you want to animate that, i think you need to make the translate attributes keyable, and you may also need to parent the ik arms under that circle, but i’m not exactly certain of that.

edit: that is, if you want to move the WHOLE character in whatever pose you’ve currently placed it.


#112

okay, so i’ve added atributes before, but how do i go about restoring a translate atribute?


#113

hey themoch,

Before you go breaking finalRig:) Let me just explain what we had in mind when we created it.
The ā€œbig circleā€ is for moving your character to it’s start position not for animation.
To move the character for animation you need to select the handCtrl(s) footCtrl(s) and backCtrl.
This might seem excessive but it will give you world based transformations.
You can eliminated the hand selection if you switch the arms to FK.

I hope this helps. Make sure you show us the animation when you are done.:thumbsup:

cheers,

Emey


#114

hey!

thanks… i really really like your script. i was just looking for an easier way… the way you described is what i’ve been doing. so thanks again… and if you ever needa beta tester for another script… i’d love to give it a shot… i break things easily :slight_smile:


#115

I’m having some trouble with this rig. After I create the basic fk/ik character setup, I select a elbo (or any other joint) and try to rotate it, my system comes almost to a complete halt. Maya become almost completely unresponsive for a good minute.

Any Ideas?

I’m using Maya 6.0.1


#116

Hey pin_pal,

Not sure what’s going on. There is nothing in the rig that should have major affect on the speed. I will need more info.
Is it just finalRig in the scene? Are you skinning a model? Did you try it on another computer?


#117

Hi cloudtrix,

I’ve narrowed the ā€œbugā€ down, it’s Flexy IK. This slowdown (maya.exe in the task manager shoots to 99% CPU) only seems to occur when I create dummy boxes with Arm/Leg Flexy IK.

I setup a character (all default) with Flexy Leg and no flexy arms and dummy boxes, and I can move arms perfect. As soon as I translate the leg though, my system comes to a grind while it calculates the movement.

Using Maya 6.0.1 / Xp Sp2


#118

Pin_pal,

I’m still not sure.
run this after you create the rig…

// start
string $foo[] = ls "*SetRange*" "*blendColor*" "*stretchShader*";
delete $foo;
string $bar[] =ls "*Cube";
sets -e -forceElement initialShadingGroup $bar;
// end

This will get rid of the color change on the legs. This feature is the most expensive since it pushes the ogl.

Let me know, (If this fixes it then there is an issue with your video card.)


#119

Hi Cloudtrix,

Yup, that fixed it alright! Very strange though, my video card should be able to handle it. I’m using an ATI 9800 PRO w/256MB with the latest dirvers 6.14.10.65.25. I’m also running an AMD Mobile 2600 (in desktop) @2550 MHZ. So I think my system can handle, but I guess not hahah. Thanks for the fix!

PP


#120

HI

anyway this rigger seems so great

we (me and friend) needed some more controles in the fingers for indavidual lateral motion

and needed a more correct forarm with twist joints so here is a script to add in those controles if you too would like these things

the new twist should still obey all the stretching and stuff as well as work with fk ik blending and what not with out a problem
the radient square site seems to be down but i was going to say they should make the Skinning have an option for fall off right ??

anyway here if anyone wants

  • oh and i am not a good mel scripter by the way so please don’t make fun of me
    the arms seem to change position slightly i think but i don’t know if it will effect anyone or not

  • hamburger

 
// read the next post for the updated script :)