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Character Rigging | Forum profile
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Forum profile page for Character Rigging on http://forums.cgsociety.org.
This report page is the aggregated overview from a single forum: Character Rigging, located on the Message Board at http://forums.cgsociety.org.
This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period.
Additional forum profile information for "Character Rigging" on the Message Board at http://forums.cgsociety.org is also shown in the following ways:
1) Latest Active Threads
2) Hot Threads for Last Week
Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.
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Posting activity on Character Rigging:
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Week
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3 Months
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Threads:
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49
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174
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467
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Post:
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84
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327
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939
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Character Rigging Posting activity graph:
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Top authors during last week:
user's latest post:
Autodesk® Maya® Techniques |...
Published (2009-12-14 03:04:00)
Hi everybody i bought the wonderful tutorial of Autodesk® Maya® Techniques | Animator Friendly . But i have a problem for run the scripts ... i did this (both on windows and mac ) Put the script on the right folder and try to load the shelf ... result is :error cannot find procedure I tried to use single script i opene the script and there are instructions that say :"for do that use this procedure ok i sourced the script and...
user's latest post:
Blend shapes deleted...
Published (2009-12-09 07:00:00)
Hi, I'm using Maya 2010. I tried to use a blend shape on my model, they all worked fine in the past. But for some reason, this time, nothing happened. I checked the inputs, and it was all in the correct order, then out of nowhere, the 'face' input (which is what my blendshapes are called) vanished from my mesh! So then I was pretty upset, because now I have to reselect all my blend shapes (thank god i didn't delete...
user's latest post:
Help with proxy.....he
Published (2009-12-12 13:16:00)
just parent the pieces to the joints, its nothing more too it
user's latest post:
performances - maya
Published (2009-12-09 15:41:00)
I agree with BasHe. I think that direct linking is the fastest method, cause we only calculate the transformations once for all connected nodes.
user's latest post:
performances - maya
Published (2009-12-08 23:22:00)
If maya does not update objects on every frame (whichever is set to dirty) how can animation be created? So what maya is doing makes sense.
user's latest post:
muscle for 3ds max
Published (2009-12-09 17:04:00)
Quote: Originally Posted by dunkelzahn If you have a Max subscription contract (you probably do, talk to your reseller), check out CAT´s mucle system. While not as powerful as SkinFX, it gets rid of nightmarish deformations on your character mesh, is easy to handle and work on non CAT rigs, too. Have fun and keep us informed of your progress Chris agreed. http://cat.wiki.softimage.com/index...ng_With_Muscles...
user's latest post:
delaying script for antenna rigging
Published (2009-12-12 06:27:00)
Hi..! There are few scripts in this location plz chk.. http://www.creativecrash.com/maya/d...ditor&x=30&y=12 Rgds,
user's latest post:
Autodesk® Maya® Techniques |...
Published (2009-12-14 16:46:00)
you may need to modify your Maya.env file to have it source the script prior to load. I have the following line in my Maya.env file Code: MAYA_SCRIPT_PATH = (location of Folder); This allows me to setup a separate folder with all of my scripts that I am using and have maya source that folder from launch.
user's latest post:
posedeformer
Published (2009-12-14 06:23:00)
hi guys is there any other way to open a rig character using posedeformer in another PC without installing the script?
user's latest post:
performances - maya
Published (2009-12-07 15:24:00)
Quote: Originally Posted by masterbubu tnx i have heard that constaints slows down the rigs what do you think about that? Hogwash I say. Constraints are quite fast and rarely ever the bottleneck of performance in a rig.
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Latest active threads on Character Rigging::
Started 1 week, 3 days ago (2009-12-05 20:25:00)
by Polimeno
could you please post some screens or capture ?
would be cool to see your solution in action.
while ago i did two studies and got two different results :
1.
i made a low mesh (proxy),
placed four/five point helpers around the neck and tracked closests vertex using polyOp.getVert
then i used linkedXform with softSelection faking a 'simple skin'
and final i used ...
Started 1 day, 19 hours ago (2009-12-14 16:46:00)
by Darksuit
you may need to modify your Maya. env file to have it source the script prior to load.
I have the following line in my Maya.env file
Code:
MAYA_SCRIPT_PATH = (location of Folder);
This allows me to setup a separate folder with all of my scripts that I am using and have maya source that folder from launch.
Started 4 days, 13 hours ago (2009-12-11 22:17:00)
by Dimich
Hey, so to make it short, rig all you want, but make sure to keep the export rig separate from the control rig. Basically the engine in the end just gets the position and rotation of the joints (some engines also get their scale). There are some ways that some engines support that allow you to have the export rig and the control rig be in the same hierarchies, but you can use some naming ...
Started 2 days, 3 hours ago (2009-12-14 08:54:00)
by tonytouch
for rendering , you can create a "geometry cache" . then you wont need the plugin on other machines .
( there is "srbMultiCache.mel" on creativeCrash.com - if you need to bake more than one mesh / or you can "combine" all your geometry parts before you create the cache-file / and be aware that opening and working with cache-files is going to be really slow , once these cacheFiles are on your ...
Started 3 days, 22 hours ago (2009-12-12 13:16:00)
by Leffler
just parent the pieces to the joints, its nothing more too it
Started 4 days, 5 hours ago (2009-12-12 06:27:00)
by shinyprem
Hi..!
There are few scripts in this location plz chk..
http://www.creativecrash.com/maya/d...ditor&x=30&y =12
Rgds,
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Hot threads for last week on Character Rigging::
Started 1 week, 2 days ago (2009-12-06 20:52:00)
by BoostAbuse
Quote:
Originally Posted by masterbubu
Hi all,
I was wondering what would be faster?
1.point constraint an object1 to object2.
2.direct connection between object1.translate and object2.translate.
3.parent object1 to object2
And is there a way to make one object be an instance of anther ? meaning they
both share the same ...
Started 1 week, 1 day ago (2009-12-08 05:44:00)
by shinyprem
Hi...!
Have you tried "checking" the maintain offset box, which retains the position of the eye when the constraint is applied.
Rgds,
Started 1 week ago (2009-12-08 23:14:00)
by Lomax
The main advantage that I'm aware of is that it helps maintain volume in the knee.
Started 4 days, 13 hours ago (2009-12-11 22:17:00)
by Dimich
Hey, so to make it short, rig all you want, but make sure to keep the export rig separate from the control rig. Basically the engine in the end just gets the position and rotation of the joints (some engines also get their scale). There are some ways that some engines support that allow you to have the export rig and the control rig be in the same hierarchies, but you can use some naming ...
Started 1 week ago (2009-12-08 13:01:00)
by Polimeno
do you know SkinFX plug-In ?
In my opinion, it´s the best muscles system for Max.
hope it helps
Started 5 days, 18 hours ago (2009-12-10 17:31:00)
by craftUAS
what software are you rigging in? i just made this rig and it has some finger controlers that seem to do what you described take a look at it: www.craft.host56.com/3d/Craft_Rig.rar
Anyway, even if you're using some software other than XSI, this uses quite standard methods so you should easily be able to use it to any software.
Tiago
Started 6 days, 18 hours ago (2009-12-09 17:29:00)
by giordi
i don't know really i think that a good rigger has to know some about mel , obiovusly a specialized person can create really powerfull rig, i think that in little studios the rigger can works better with some mel knowledge, but i think that maybe in big company there is a persone specialized only on Mel.
I m guessing only i would like to know for sure too
, byeee
Started 4 days, 20 hours ago (2009-12-11 15:36:00)
by mberglund
Look up Maya's Spring IK solver, this could work for you.
Started 1 week ago (2009-12-08 13:10:00)
by luigi
havign separeted meshes is not a problem.
but having lost of materials is:
so the solution si having a big multi id with all the materials in one.so the character meshes wil have only one material apply.
Max works much better with one materials than lots, you can do the test ans your render time will be quicker.
Just put a diferent id in each separated mesh and the job will be done....
Started 5 days, 6 hours ago (2009-12-11 05:37:00)
by rahulsg2901
hey i think u r problem was double transformation try this one may solve problem
don't skin mesh with bones just apply position & orientation constraint for both hand & dummy & animate there constraint weight ( hierarchy panel)
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