All the core coding has been done now ! need to connect the user interface built in Qt, also decided to make another set of limbs which aims to build three bone’s limbs – what we human have, this is for those animals who has it, like bears, if you see bear’s rear legs are just similar to we humans apart from all other quadruped animals who has four bones to manipulate. So eventually it can be used to build biped characters as well. I tested this tool on biped, and it worked really well without any kind of hick-ups, only I took help from old biped script to build the limbs, after building another set of limbs, I think I’ll fit to work on any animals, humans. As far as birds are concern, still I’m in RnD phase to fit its wings more flexible and extremely handy to pose in all the manner.
Ohh.. did I say Bird too !!
Below is the few snapshots of the quadruped progress done !
So far so good ! did few test character rigged with the ready rig quadro. Here is one of them. This character will be available soon for download and character/rig use/test.
Also this tool gonna out for beta testing to artist’s who bought Ready Rig – Biped.
yuppiieee !!!
Cheers !
Basically I’m not big fan of Blender, though I got chance to work on it on few projects, I didn’t see any of tutorial on FKIK which also toggles visibility of FK and IK animation controls, while switching the influence of constraints, may be there are few tutorials on this, I didn’t get. Anyway here is my version of FKIK setup with animation control visibility switching, so animator donot need to hunt for its layers. Hopw this helps anybody out there. This setup don’t required prior knowledge of scripting and all, done with driver only.
FKIK setup with visibility switching (23)Create Biped is now Ready Rig !
whoo..!! got some time to create a brand new auto rig. a-a-a-aaa.. but, this time it is for quadruped characters. Building complete code in Python. I’m not using any pf my previous MEL scripts, everything is going to build from scratch ! I maintaining to keep all the features from biped
tool, even adding few more, to make it more modular. I think it should work on biped character to according to my assumption – but, lets see what it actually does.
And yes, as I said no MEL used, so I’ll be using pretty cool Qt GUI builder for this. I’m really impressed with it, its got a charm ! Currently, coding torso has been done, and building UI for torso too..! And same thing, every part is set-upped broken for more control and independent rigging. posted progress with the snapshot of GUI designed in Qt.
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Ready Rig - Biped - An auto rig solution for Maya V-2.1
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Sample File (421), character rigged with Ready Rig Version 2.0
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