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Aaron Koressel - MELScript Tools. Provides a global interface for controlling the parameters of compatible ack scripts.

Aaron Koressel - MELScript Tools

For example setting the pivot direction to "left" will set the pivot state for all relevent scripts including ackNegateKeys, ackPushPull, ackSnapAnimation, etc. These global settings can be set from an interface or through hotkey commands. PARAMETERS: Pivot From ------------------ * Adjacent Left (Multi Pivot): uses the adjacent left key per curve as a pivot point. If there is more than one curve selected there will be multiple pivot points - each curve independently looking to the left adjacent key. * Adjacent Right (Multi Pivot): same as above but to the right. * Last Selected Key (Single Pivot): uses the last single key selected of all curves as the pivot point.

Fixed Move Factor ------------------ Used by scripts that apply changes as fixed amounts. Scale Factor ------------------ Used by scripts that apply changes as percentages. 16 Awesome Modelling Tools - HD. Creative Crash : High Quality 3D Models, Scripts, Plugins and More! : People / Studios - dirtyoldtoon. Shashi patel rigging reel. Acheiving the "PERFECT" arm Rig. Thanks man- the joints themselves arent parented to any controllers, they are point and orient constraints going between IKs and such ( forgive my vagueness, it was a few weeks ago i did this and havent had time to revisit it. ) so they are constrained, not parented. phjonsen: yep,you are right about the elbow controller, the "fk " controler for the elbow doesnt respond to the ik movements of the wrist, so you end up with offset stuff, which can cause problems.

Acheiving the "PERFECT" arm Rig.

The Digital Workspace of Scott Englert » Demo Reel. Menu Editor for Maya. AndyLP09's Channel. Bone Based Facial Rig. Voir le forum - Animation - Skinning- Rigging. Questions Answered….you asked a Dreamworks TD! Rigging Cartoony eyes in maya? To Iotrez: Python Tips, Tricks, and Hacks. Syntax - Python. ############################################################################## # name: main # purpose: entry point of the script ############################################################################## # sys.argv is a list of command line argument strings (pos 0 is script name) if __name__ == "__main__" : print "hello world" # if no comma (,) at end \n is auto included ############################################################################## # name: main # purpose: show the basic conditionals ############################################################################## # regular c style if statement if (value is not None ) and (value == 1): # is tests for same object print "value equals 1" , print " more can come in this block" # if-else block if (job == "millionaire" ) or (state !

Tim Oberlander's Animation and Random Thoughts Blog. Journey to the center of my face (rigging using joints and curves) Kiel Figgins - Animator. Sean Nolan. The Power of SDK’s (Part 1) Have SDK behave like a Direct Connection Thanks to a Jeff Copperman, a crazy animator, came up with this crack-pot idea of having SDK behave like direct connections.

Sean Nolan

So I showed him it could be done. So, an Animator comes to you the TD and say’s “I don’t like the limits you set in some of the attributes for the finger controls. I need to go past these limits”. Broken hierarchy rig and space switching. The broken hierarchy rig In essence, a broken hierarchy rig is one where the character is split into sections connected by constraints rather than being based on a unbroken skeletal hierarchy.

Broken hierarchy rig and space switching

Building a rig in this manner enables you to build much more powerful and flexible rigs. As an extra bonus it encourages clear scene organisation due to its naturally modular nature. Using a standard biped character as an example, you'd generally expect it to consist of the following distinct parts:Spine (including shoulder joints)Neck/headArmsWrist/fingersLegs Just to recap on an earlier post, a broken hierarchy structure is not suitable for export to a game engine.

One key feature that you can implement is space switching which provides different behavior types for a limb. World space - no matter what the character does, arm will remain constant relative to the world.COG (center of gravity control) space - if torso or shoulder are rotated arm will remain static. Free Stuff.

TD Matt. Maulik's Rigging Blog. Anim & MEL. Alright, so, I have to come up with a rigging pipeline for tank treads.

Anim & MEL

This will be a bit tricky and interesting, but good. I've been doing some research on different forums, which all give basically the same solution: Attaching Geo to a motion path, and using time or some attribute to drive the uValue of the motionPath node. This seems fine and good, and can yield the necessary results, but there's an issue. You can't make the treads slow down to a complete stop. Since the controls effect the uValue, by slowing speed on many of the controls, the uValue declines as well, so the treads reverse course along the length of the path. Alright, I've managed to figure out the control aspect for this.

Faith of the Fallen. Rigging. Andy Nicholas. Awesome Spine Setup « Faith of the Fallen. Downloads. The Facial Setup. Bernhard Haux -=Technical Showreel=- Archive. A useful little script for building symmetrical and asymmetrical blendshapes.

Archive

Check for symmetry, mirror and flip polygon geometry, and much more. Ok, not much more, but it is pretty useful. Instructions It should be fairly self explanatory, but here goes. Select a mesh and click "Check Symmetry" to highlight asymmetric vertices. To use the selection mirror, mirror selected, flip, and revert functions, you must first select a symmetrical mesh and click "Select Base Geometry. " 3d by Kjetil H Kulander.