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Koko 1.0.5 for Maya

cartoony dog rig

License
Button download
18,745 Downloads

Compatibility

  • 2010

Operating Systems

  • Windows

History

Created:11/29/2009
Last Modified:07/23/2011
File Size: 1.59 MB

Keywords

cartoon

per page
11-20 of 25

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  • Manuel bambu

    Manuel bambu said over 14 years ago:

    Hey Scott Firestone! Thank you soooooo much for those tips!! The rig is awesome! I'm going to use it right now, if I find something I'll let you know guys. Cheers
  • Mark Arse

    Mark Arse said over 14 years ago:

    Very flexible rig. I managed to twist him around to lick his own arse without any overly bad deformations. Soooo much control. You must be a character animator who learned how to rig.
  • Scott Firestone

    Scott Firestone said over 14 years ago:

    I did a walk cycle with Koko: https://www.youtube.com/watch?v=k10Xaf3SMUg In summary, the rig is OK, as long as you don't flex the midsection or neck much, due to skinning problems. Here are the issues: There is one bug you must fix before you use the rig: The RShoulder control has it's pivot in the wrong place. To fix it, remove the parent constraint, move the pivot to the RArmConnector, then re-established the parent constraint. Also, you'll find it useful to add a foot spin control, to allow the foot to rotate on it's long axis, so that you can bank the foot slightly as it moves through the air for the passing pose in a walk cycle. In general, Koko is too short lengthwise, relative to the legs: the legs are too long and will crash into each other if you try to do a walk cycle. However, it's easy to fix: just move the ShoulderCTRL control forward by about 0.5 to lengthen the body. But there is a major problem with the skinning around the midsection and spine that prevents the rig from being "pro" quality. The midsection binding issue is a complex skinning problem and would take a bit of effort to fix: it would require a bunch of influence objects to be created, forming a secondary spine close to the stomach, then then the skin would be bound to those influence objects.
  • hu xiaozhuan

    hu xiaozhuan said over 14 years ago:

    For my homework .hah
  • jraja

    jraja said almost 15 years ago:

    Thanks :) !
  • rajashekar reddy

    rajashekar reddy said almost 15 years ago:

    HI pls check the head controler. rotate it u will find problem on mouth mesh
  • rajashekar reddy

    rajashekar reddy said almost 15 years ago:

    hi HAPPY NEW YEAR this is rajashekar how to past the images (about koko character rig problems) u asked me send the images pls give me reply then i will send u problems THANKS
  • Jana Bergevin

    Jana Bergevin said almost 15 years ago:

    There were issues with the mouth weights and I've corrected that. I just checked the head scale, and it works fine, and I check the main character scale, and that was fine as well. Just so you know the head is supposed to scale separate from the body; so if the animator runs him into a wall his face can squash and stretch. If you can, please post an image of the problem.
  • rajashekar reddy

    rajashekar reddy said almost 15 years ago:

    hi HAPPY NEW YEAR this is rajashekar how to past the images(about koko character rig problems) u asked me send the images pls give me reply then i will send u problems
  • Jana Bergevin

    Jana Bergevin said almost 15 years ago:

    I've fixed the nose rotation problem, but I fail to see the scaling issue. Can you please give me an example?

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