Lately, I've been really wanting to post and share some of what I've done recently online. I keep seeing some nifty rigs being demonstrated, and it really puts me in a lets-sit-down-and-Camtasia-some-rigs mood, but sadly I am under NDA for everything I've worked on since August.
Which brings me to my goal for Christmas break:
I'm going to rig something for me, and for me alone. Might be one rig, might be a couple, but I need to do something that I can show. I've been doing such awesome things lately rigging-wise, and I want to be able to implement them and show them off on my own rigs. Also, here's where I want your input:
As a rigger or animator, what are some of the best features you like to see on a rig? Can be anything, anything at all. I've spoken to quite a few people about this, but I like getting more input when I can and figuring out the best ways to implement different systems.
Although, I say this now...but there's a good chance I'll be setting up quite a few facial systems over the break, so we'll see.
On that note, looks like I'd better hit up some modelers!
serialization fun!
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I’ve been tinkering around with this little project for awhile now. I’ve
always wanted to try to write a simple little serialization format. I know
there...
13 years ago
my goal for a rig is usually one that doesn't break often, it's sad because without mel-script to auto-create things it's easy to make a simple mistake that cause the rig to mel-function...(sry for the bad pun)
ReplyDeleteoh...did you sent me something like a mel-script for referencing? cause i didn't get anything in my email
Yeah, I tried to respond directly to your comment...weird. I'll maybe I'll just post it here.
ReplyDeleteI agree with you on autorigging scripts, but there are some things that do have to be done by hand (parts of the face, for instance).
Anyway, the script:
// Rename when referencing multiple instances in the same scene
global string $instance = "";
// Character name - this needs to be updated before referencing!!
global string $referenceName;
$referenceName = "referenceNameHere";
global string $fullName;
$fullName = $instance + $referenceName;
// Reset to zero (this sets the attribute on my IKFK match to zero when the scene is opened)
setAttr "MatchSwitch.LeftMatchIKtoFK" 0;
//This is the procedure that runs the match. Basically, the name is commented out unless the scene will be referenced. Yes, this is a bit of a pain, still trying to see if there's a way to work this out better.
proc LArmFKIK ()
{
$q = `getAttr (/*$fullName+*/"MatchSwitch.LeftMatchIKtoFK")`;