Open source character and vehicles set-up animation plug-in


#7

See bellow


#8

Hi folks,

Thank you so much for taking the time to reply. I am now looking to setting up a web site and the way in which development can start.

Riggit sound a good name but I’m thinking that is is also to do with motion and mechanical things. Maybe we could call it ‘Rigg-it | Motion Synthesiser’

I am thinking of calling the web site ‘EIAS Developer Design Studio’ www.eias-dds.com (nothing there yet.)

Yes - I already have the interface in my head. I will post a Flash mock up in the next week or so.

Please keep the ideas coming. Thanks for your encouragement so far. If you are a developer and you are very sceptical. Please at least keep an eye on how things go and do post your suggestions! Thanks again.

Slave1


#9

Nicholas…

I have several ideas I could give you for this plugin because I work with several of these types of plugins within Maya while doing previs. (My other company - POV Previs) I’ve chatted with some of the EI developers concerning this idea and for most its not their area of expertise or their knowledge of the program tells them such an undertaking will be excessively difficult. EI just doesn’t have a huge character animation user base so developers tend to pass it by. I’d love to see that change. (With some help from EI of course).

There are some major hurdles you’ll have to jump over to get something like this to work within EI. XP can help fill in some of the gaps, but largely the problems lie within EIAS plugin API not having enough accessibilty into the program. We also lack user definable attributes, set driven key, and the various scripting calls necessary to make this a sure fire hit.

My suggestion would be to start simple. Start by creating a helpful method of placing, mirroring and aligning bones. Perhaps stock rig templates can be made and resized within the plugin. A plugin could be used to possess the proper bone mirroring and insert functions that are lacking in EIAS’ main feature set. If EITG makes the decision to increase its character tools, you’ll want your plugin to be as flexible as possible. Starting with simple bone placement tools might be a good start.


#10

Nicholas…

Something else to consider for the future… Paralumino’s company “goal” is to come to the aid of potential EIAS developers looking for a way to distribute their products and so forth. Paralumino could extend webpage hosting space to you through a subdomain to assist you with your development endevours along with storefront space when it comes time to market your product. Drop me a note if interested.


#11

I’ll try and chime in later with one or two ideas. But I notice that I always find myself thinking: “I’ve got a gut-feeling the API doesn’t allow for this” when dreaming up stuff.


#12

The API isn’t totally a lame duck…but it could use some help. The best thing to do would be to start this project, identify the needs, and submit them to EITG for potential API expansion.


#13

in fact, there are pieces of the API that are very good… also, there are ways to expand a plug-in by using XP also… can be a very powerful team.

Like my instancing plugin.

Cj


#14

Hey,

All my friends here knows How many time Im waiting a plug-in like this…

Lets see what will happen in the future.

Tomas


#15

Actually Xpressionist is half way there to provide all necessary stuff to write such plugins (and many other things as well). Me thinks, if you could find developers it would be a waist to let them start from scratch again. At this very moment Patrick and I are working on car rigging with Rodeo and Xpressionist, to make a car rig with dynamics, terrain following and all bells an whistles.

Jens


#16

Rodeo “ReelMotion”?

Sounds promising.


#17

yes, it does sound interesting, I hope you consider me in helping :slight_smile:

Cj


#18

Here you are. A little mock-up of what a nice rigging plug-in might look like. I got a bit bored towards the end, but I hope the principle is clear. You create a virtual rig inside the plug-in. Once you’re happy with the way it looks, you press the “create” button at the bottom right.
http://www.funnylittlemen.co.uk/Quicktimes/Riggit_01.swf


#19

Very interesting Manuel…

Its very similar what I envisioned as well and I’ve communicated similiar ideas of this kind to the Igors to integrate into the next version of Trestle. I think Trestle would be a logical choice to possess this type of functionality in addition to drawing poly lines. Instead of placing CVs for polylines why not place bones in 3D space instead? Placing bones however, is just the first step… we’re both aware that more is needed and unforutnately, the Igors don’t consider themselves experts on character rigging.

If we can obtain our sales quota, I can recontract the Igors and perhaps this thread can help them with updating Trestle or producing a new plugin if Nicholas hasn’t gotten his off the ground yet.


#20

Amazin, Manuel
This looks a dream rigger. Hope can be posible.
FelixCat


#21

nice idea manuel!

I think we need a “Test Rig” tab to test the rig, so it won affect the keyframe in EI, may be strength map tab as well…:slight_smile:


#22

It wouldn’t create any keyframes, the idea here is to:

1 Design the rig in the plug-in
2 Let the plug-in create the rig
3 Test the rig in the only way that will give you meaningful feedback, in Animator itself.
4 If it doesn’t work, delete the rig and go back into the plug-in where your rig-design is still there and make changes without having to start from scratch.

And yes, you’re right Brian. There is plenty of stuff lacking in this mock-up. The problem is that rigs are much more than just bones. If anything, the bones are the easiest bit. It’s when you start using all sorts of constraints, linking, XP scripts, complex IK set-ups that you find yourself working blindly without knowing if it’ll work. And that’s what this sort of plug-in should do, make the process more visual, transparent and non-linear.
An essential part of many rigs is nulls. Often multiple nulls on the same location. This interface doesn’t accommodate for that. You’ll need a tree-view for that.


#23

manuel… the purpose of this plugin is just to add bone easily!?

sorry, maybe i miss-read something, I’m so excited to see the interface you created, I thought we are discuss about a new plugin similar to “project messiah” :blush:

how greed am I! :smiley:


#24

Messiah allows you to both rig and animate, right? It present itself to Lightwave as a deformation plug-in, albeit a very elaborate one. That’s how I understand it works.
I’m not saying that a plug-in should be this or that. Feel free to bring your own ideas in. Creating a plug-in for rigging is a big enough challenge I would have thought. It’s much, much more than just “adding bones”, take it from me.
And yes, a way of creating weightmaps within that plug-in would be great.


#25

RIGGIT?!?! Love it!

Did a bit of rigging myself, and tried to undertake this task single handedly. With buy-in of the community and developers this RIGGIT would rock.

Also, the like to suggest facial rig. There’s a maya rig that have driving everybody crazy on the platter. They pick it up and in two minutes they CA’s. The interface is so smooth.

Take a peek. I just had the programmer tweak the script so the icons will show on Macs.
It’s called generi_rig.

http://www.deathfall.com/article.php?sid=3160

Lastly, I’m no XP scripter, but XP would make light work of and scaleable rig.
I would like recommend using XP first before a plug, then users can tweak it.


#26

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