I went in to play around with the rig that’s currently at: http://www.creaturetd.net/ASLS_Orange_Rig.rar tonight for a little R&D action, and it’s a little broken for me in Maya 6.0 and 6.5.
The feet clusters are making odd deformations when I translate the character, and it seems that the blendshape is broken as well (the blend window comes up on open, but it’s empty and all the blendshape targets are visible, and I can’t find a BS node anywhere, nor is the icon referenced in the docs showing up).
In the bind pose on file open, he’s also got some odd dimples where his feet should be.
What I like:
- The corner clusters are a great addition
- The blendshapes will be great shortcuts
- The rings are at great places vertically on the character
- I think there’s enough bones in him now for nice, smooth bends in extreme poses
Tweaks I’d like to see:
- I’m not sure if I should be translating or rotating the body rings – it’s really easy to lose (or gain) mass when translating them, particularly the bottom one because the top two are parented to it, but the bottom of the character stays on the floor.
- Even with the labels, when I’m tumbling around I still have to check to remember which side is ‘forward’. Hazard of the character, I suppose. Perhaps the ‘forward’ section of the arrow translate icon could be a little larger than the other directional arrows for a quick visual cue?
- I’d like the clusters weighted a little more on the hands & feet so that I could, for example, move the left hand and foot forward together and have a nice smooth curve for a ‘sneak’ or heavy walk – faking leg-style motion. I’d also like the clusters zeroed out by default.
- I’d like the skeleton in a reference layer so I don’t go breaking things on accident
Great start, though. If there’s a newer file I should be looking at, let me know.