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Showing posts with the label rigging

Interesting link to programming lessons

Take a look at cgcircuit if you're interest in c++ plugin programming There're 3 courses about c++ and plugin creation for maya http://www.cgcircuit.com/browsepage.php?op=1&val=6 and a course about math insisde deformations http://www.cgcircuit.com/lessondetailcomplete.php?val=599

Multi parent constraint with expression

How to use: Select the object to contrain SHIFT+Select all the object that must constrain the first one Execute the script On the target object there's a new attribute called "parentTo" and you can select from list. Now I'm trying to resolve the snap problem and create a simple pyQt interface... This is the base script you can add to the Shelf _________________________________________________ import maya.cmds as cmds attrString = '' selection = cmds.ls (sl=True) target = selection[0] l = len(selection) for i in range(1,l):     cmds.group(em=True, n = 'grp_' + selection[i])     cmds.select('grp_' + selection[i],selection[i])     cmds.parent()     cmds.select('grp_' + selection[i],target)     cmds.parentConstraint(mo=True, weight=1)     cmds.select(cl=True)     attrString += selection[i] + ':'       cmds.select(target, r=True) cmds.addAttr(ln='parent...

Little up...

Stretchy spine with volume preservation [part 1]

During this hot days, I'm studyng new rigging techniques. I'm starting with the torso and here is a little tutorial on how to create a simple stretchy spine with volume preservation. Some simple steps: Create a joint chain with at about 6 or 7 joints, and add some geometry parented on all joints to watch the result. Rename all! Then create two extra single joints aligned to the start and the end of the chain. Call that start_joint and end_joint. Add two geometry and parent joints under that geometry.  Now it's time to create an IKSpline form start joint to end joint Skin two extra joints created before to the curve created with the IKspline and...voilà!!! Move the two big geomtry and something appened! But there's a problem: the chain doesn't stretch. Ok... Use the arcLenght tool to measure the arc lenght of the curve and take note of the "relax lenght" Now open the hypergraph and create "multiplyDivide" node. Simp...

Let's start a new project

The model is downloaded from creative crash. It's named "The librarian" and is a rigged model. I've just elinated all rig and texture information and I start the project from the beginning. I'm starting from texture!

First production reel (work in progress)

Here a little breakdown of the video: 1. minute 00:00: Biped autorig system developed with Python scripting. - Full IK/FK - Full leg and arms stretch - IK/FK spine and some others interesting features 2. minute 01:00: Full lighting automated pipeline implementation with Mental Ray - Light/Extra lights RGB pass - Shadows/Extra shadows RGB pass - Contact shadows - Contact occlusion - Full pass: diffuse, ambient, occlusion, motion vector, beauty, separated front and back scatter - Lighting setup - Render layer override implementation 3. minute 3:30: Maya fluid example 4. minute 4:11 - Exotic Matter Naiad fluid simulation - main fluid pass - splash pass - foam pass - rib export 5. minute 4:31 -  Exotic Matter Naiad  water fall simulation - main fluid pass - splash pass - foam pass - rib export - Mental ray main fluid rendering - 3delight particle rendering 6. minute 4:51 -  Exotic Matter Naiad  smoke...

AutoRig new UP...

Finished 1. IK leg Stretch 2. FootRoll 3. Spine rig 4. Head rig with eye aim (followHead/world switch) 5. Hand with only curl (for the moment!!) for all fingers Now I'm focusing on the interface

Lasso rig with splineIK and Set Driven key for node closing

ccAutoRig.py work in progress

I've just finished Arms and legs IK and FK with switch. Now I'm focusing on the spine. Next I will focus on the leg IK stretch and so on... Stay tuned!

New production started!

Due immagini tratte dall'ultimo setup ancora in WIP...

Switch IK - FK

Che dire...oggi mi sono imbattuto nella realizzazione di uno switch IK/FK per simulare il movimento di un braccio. Devo dire che è stata una esperienza mistica. Si inizia a toccare con mano la forza di Maya e si inizia a intuire perchè il rigger non vuole farlo mai nessuno! Io ci sguazzo in queste cose e non vedo l'ora di continuare su questa strada. Non appena avrò più chiare le idee proverò a fare un bel videotutorial per il rigging di un bipede. Intanto beccatevi questa immagine dell'Hypergraph e dell'Outliner

rig bipede - 01

Come non postare le prime immagini del setup del character!? Si inizia con una prima ossatura molto semplice per gestire tutti i joint principali. Occhio ai nomi altrimenti non ci capite na mazza! E' molto importante avere sotto occhio una buona immagine di uno scheletro umano per capire dove piazzare i joint e soprattutto quali sono i joint principali che influenzano il movimento.