I’m been so lazy these days, try to wrap up this tool, but hardly going on to do. So finally decided to force myself to accomplish it, here we go then.. Sending out the sample file build by Ready Rig – Quadro’s very first sample file.
Please, download the file make use of it, and as always feedbacks, suggestions and are always highly appreciated !
I’ll be happy if I could see any kind of animation done with REA !
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 !
Hmm.. after a long time, I updated Create Biped, it comes with some new cool features now. Like, bendy limbs, autoBendy, with really descent improvements in torso, arms, fingers and legs. there are three types of arm’s Real Arm, Bendy Arm, and Utility. These three type works as there name suggest !
Added Universal Rig – ohh..!! don’t think this concept is really rocking and cool as its name. As Create Biped is based on broken hierarchy, the older version of application rigs individual parts separately, first torso — > then neck — > arms — > fingers — > legs and so on.. Though this application is automated solution, it is really time consuming for me. So, I came with this idea which rigs complete character on one single hit. It works with the skeleton created with this applications only, unless you edit the code
Okay, below screenshots taken from Maya 2008, so don’t think it doesn’t support in Maya 2011. Actually it works more fast and efficiently in Maya 2011 !
Application will show how its gonna build the rig for you, of course it will show each and every DAG node creation, this might slow down the work-flow speed, but its fun !! unless, you switch off Live Rig Update which is another new and cool feature. Also app comes with my latest scripts and tools which helps you to speed up your work-flow.
Character Picker for controlling character with ease ! Support multi characters, references, comes with useful features such as mirror poses, and many others.
Made video tutorials for rigging the character with this application. Please, bear with me while watching these videos, I found my English really sucks !! Nevertheless, I tried and I am happy with that !!
Okay, its show time now!!! Below is video which shows you how app builds the rig..!! If you doesn’t buy this application, you can grab it on this page
Download the Sample File (831), this character downloaded from somewhere around 2-3 years back from the internet, I don’t know who modeled this character (same character shown in above video). It just met my requirement so I used it.
I really glad to say the next release of my facial setup script is on the way, just few tweaks are needed here and there. I would like to hear something to be added from you if you are interested. Next release is having, Auto facial rig setup (based on joints) included, and smart eye blinking options, really cool isn’t it ?
Here are some snapshot of the new modified window !
Many times I need to get influenced joints from the mesh. Lots of time we do need to get these.
If you don’t know MEL and you want to get the list influenced joints, one simple trick is there, just you need to select the mesh and export the weight maps (before doing this clear your script editor). Now you will find full path of every joint’s weight map in script editor.
The next step is copy the path you’ll get something like this – “Saved file: C:/Documents and Settings/user/Desktop/CharName/meshName_jointName.iff“ now, just search and replace the path/meshName -” C:/Documents and Settings/user/Desktop/CharName/meshName_“ and “.iff” extension with a blank so that you will get only joint name – “jointName“.
And you got all the influenced joints
Ohh… this is a mess..!! lets try another simple and time saving trick. All you need to execute one small MEL command is – “select `skinCluster -q -wi`;” (remove quotes while execution) and you done your all influenced joints are now selected yuppiiee.. !!
This is that speedy and handy !!
So I made this small and handy script,for this so user can easily grab those joints by selecting in UI.