Releasing RigMesh v1.0


#1

Dear artists,

We have created a sketch-based combined modeling and rigging tool that
we’d love for you to try.
We call it RigMesh.
It is sketch-based, meaning that you create shapes by drawing the
silhouettes of parts.
The parts are automatically rigged with bones and skin weights.
You model by attaching parts together (merging) and cutting them apart.
You can also pose and deform the model or its parts with inverse kinematics.

Here is a video of the system (YouTube):
http://www.youtube.com/watch?v=HbOXMuwQlyE

RigMesh is a research prototype, so it lacks most of the “polish” of
commercial software.
We are very keen to get feedback about the tool from the artist community.
Comments about the concept of the tool (rather than where it lacks
polish) are especially appreciated.
We would be thrilled to see models that you make with RigMesh,
and doubly thrilled to see an animation of a RigMesh model.
(RigMesh can export FBX.)
Does RigMesh remove friction from the animation pipeline, so that you
can modify the model without the headache of re-rigging?

You can download RigMesh, which includes a README describing its key
bindings, here: http://dl.dropbox.com/u/4964558/rigmesh_v1.01.zip

Any feedback and models you make before May 20th are especially valuable.
(With your permission and credit, we can make a gallery of models in
an academic publication.)

Update 05/13/2012: To save the shape as an FBX file
When you save the created shape (Ctrl+s after the shape is selected) a dialog will pop up. In the “Save as type:”, use the drop-down list and select “AutoDesk FBX (*.fbx)” option before clicking on “Save”.

Update 05/14/2012:
We are glad to release RigMesh v1.01. It can be downloaded here:
http://dl.dropbox.com/u/4964558/rigmesh_v1.01.zip

The main changes are:
- The merging interface is now “mode-less”: it is suggested based on the proximity of the shapes.
While dragging one shape, press and hold Shift, and the system will suggest either:

  1. Merging the two shapes by snapping them on a joint:
    The closest joint pair on the two corresponding shapes will be highlighted, the grabbed shape will be translated as a preview, suggesting that the grabbed shape will be merged to another by snapping onto this joint when the user releases the mouse.
  2. Merging the two shapes by splitting a bone:
    One joint on the grabbed shape will be highlighted, together with a “suggested” splitting point on another shape and a cylinder connecting them, suggesting that a joint will be introduced on the other shape and the grabbed shape will be merged by snapping onto this newly added joint when the user releases the mouse.
  3. Merging the two shapes by connecting two joints on different shapes (and inserting a bone connecting the two joints in the resulting shape)
    When the snapping/splitting bone preview is highlighted, drag the grabbed shape away from the target shape. The closest joint pair on the two corresponding shapes will be highlighted. Meanwhile, a suggested bone insertion will also be highlighted.

- The shapes generated from the sketch are improved by using a more robust algorithm

Update 05/15/2012:
We are thrilled to see so much interest and participation in trying out RigMesh!

We have a couple of questions to ask. We would really appreciate if you could provide some feedback on these:

  1. Do you like always being able to pose the model to see its motion while modeling? Are the skeleton and skin weights created using RigMesh good? If not, where do you feel the results are being awkward?
  2. How often in the course of making an animation do you need to go back and change the model itself, necessitating some re-skinning/re-rigging?

Thanks,
RigMesh Team


#2

wow, it looks very promising! Good!


#3

Very interesting indeed! Do you have a homepage to check for updates etc planned?

Cheers!


#4

Awesome tool. Rigging has suddenly become fun again. :beer:


#5

Really nice start and interesting program. I see some hints of Xdugef there, which is good.


#6

This along with some sort of sculpting, like Sculptris, would be a pretty good tool for those who just want to do illustration work with 3D. Not sure about animation since it looks to only output a very simple mesh, similar to the game Spore. Would be interesting to see what direction you go with this.


#7

Best idea for running up concept base mesh shapes and posing for sculpting I have seen. With a quad mesh I could use this straight away. Sell it to mudbox. I cant really comment about animation though I see theres obvious potential there.


#8

Was there a day it was fun? or did I miss that day :smiley:


#9

This is great, how would you export this to an FBX? trying this on one of my characters

Cheers,

Asa


#10

Thanks a lot for your interest. We will maintain a homepage soon, with all the updates. As for now, we will be announcing the updates in the forum

-RigMesh team


#11

Hi Asa,

When you save the created shape (Ctrl+s after the shape is selected) a dialog will pop up. In the “Save as type:”, use the drop-down list and select “AutoDesk FBX (*.fbx)” option before clicking on “Save”.

Excited to see what you make with this:)

-RigMesh Team


#12

Do not sell to AD please.


#13

Holy moly, this looks amazing.

How does it work in conjunction with other packages? Could I export it as an OBJ so I can retopo it then take it into Zbrush or something to get a hipoly sculpt? Is the rig translatable between packages?

Being able to use this for basemesh creation is going to make still illustrations even more intuitive and without limits. Can’t wait to see how it develops, thanks :slight_smile:


#14

Hi Polaroid29,

Right now we can export the shapes to .off files (when you save one as .shape file an .off is automatically saved under the same folder) or to .fbx files. We have tested with the .fbx files in Maya and the rig is completely transferred to Maya (ready to use immediately).

Thank you so much for your comments!

-RigMesh Team


#15

Hi TheRazorsEdge,

We will have a maintained homepage to keep track of all the updates (thanks to all the valuable comments and feedback from artists:) As for now, we will be updating by posting on the forum.

Thanks!

-RigMesh Team


#16

Hi Asa,

Thanks a lot for your interest.

To save the shape as an FBX file:
When you save the created shape (Ctrl+s after the shape is selected) a dialog will pop up. In the “Save as type:”, use the drop-down list and select “AutoDesk FBX (*.fbx)” option before clicking on “Save”.

So excited to see what you can make using RigMesh:)

-RigMesh Team


#17

Dear artists,

Thank you for your interests in RigMesh. We’ve received a lot of inspiring comments and suggestions. Your feedback is very important to us. We will try to integrate that into our research tool:)

We are glad to release RigMesh v1.01. It can be downloaded here:
http://dl.dropbox.com/u/4964558/rigmesh_v1.01.zip

The main changes are:

  • The merging interface is now “mode-less”: it is suggested based on the proximity of the shapes.
    While dragging one shape, press and hold Shift, and the system will suggest either:
  1. Merging the two shapes by snapping them on a joint:
    The closest joint pair on the two corresponding shapes will be highlighted, the grabbed shape will be translated as a preview, suggesting that the grabbed shape will be merged to another by snapping onto this joint when the user releases the mouse.
  2. Merging the two shapes by splitting a bone:
    One joint on the grabbed shape will be highlighted, together with a “suggested” splitting point on another shape and a cylinder connecting them, suggesting that a joint will be introduced on the other shape and the grabbed shape will be merged by snapping onto this newly added joint when the user releases the mouse.
  3. Merging the two shapes by connecting two joints on different shapes (and inserting a bone connecting the two joints in the resulting shape)
    When the snapping/splitting bone preview is highlighted, drag the grabbed shape away from the target shape. The closest joint pair on the two corresponding shapes will be highlighted. Meanwhile, a suggested bone insertion will also be highlighted.
  • The shapes generated from sketches are improved by using a more robust algorithm

Thanks for your interest in RigMesh!

-RigMesh Team


#18

holy bananas! this is very cool! I’m giving it a spin :]


#19

I’ve been imagining exactly this process for years and to see someone make it is awesome! please keep it up!


#20

Dear artists,

We are thrilled to see so much interest and participation in trying out RigMesh!

We have a couple of questions to ask. We would really appreciate if you could provide some feedback on these:

  1. Do you like always being able to pose the model to see its motion while modeling? Are the skeleton and skin weights created using RigMesh good? If not, where do you feel the results are being awkward?
  2. How often in the course of making an animation do you need to go back and change the model itself, necessitating some re-skinning/re-rigging?

Thank you so much for your time

-RigMesh Team