Adverti horiz upsell

"Rapid Rig: Advanced" - Auto Rig 2.3.8 for Maya (maya script)

This is a tool that will set up a customizable rig for a bipedal character

License
$49.00
(qty: 1)

  • Check 16 Future Updates Included
  • Check 16 Highend3d Quality Checked
  • Check 16 Purchase Guarantee
  • Check 16 Support Included

Compatibility

  • 2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:12/20/2009
Last Modified:12/10/2022
File Size: 132 KB

Keywords

fk, autorig, auto-rig, Rig, maya

Feature Request

facial setup integrated

Status:pending
Date:10/31/2010
Submitted by:isgo3d isgo3d isgo3d isgo3d
First of all, congratulations by your incredible product. I wonder if it is possible that you incorporate a facial animation bones setup and controls. Another question, Would it be possible to incorporate the ability to choose how many joints have the spine? Regards.

Comments on this feature request:

  • Dustin Nelson

    Dustin Nelson said about 14 years ago:

    Hey, thanks! Glad you like the rig so far! I am planning on adding an option of 3-5 spine joints to give more deformation control. In my experience, any more than that and it becomes a lot more work for painting weights for nice deformations. How many spine joints do you usually prefer? Dustin
  • Kurt Nielsen

    Kurt Nielsen said about 11 years ago:

    Hi Dustin, are you planning or in the process of creating the integration of a facial rig into the script? or is this
  • Dustin Nelson

    Dustin Nelson said about 11 years ago:

    A facial rig setup is something I would like to do. I am in the process of building a modular tool which I hope to release very soon. Once that is complete and I squash most of the bugs that result from a new release, I hope to start designing a facial rigging system. A face rig is not an easy feat. There are some big questions and challenges that go with it: -joint driven vs blendshapes vs clusters -controls on the face vs Osipa-style vs custom channels vs custom UI -where to put pivots of deformers. -how best to group controls and offer enough flexibility to cover a wide range of needs -how to deal with extreme difference in faces (eg. crocodiles or insects with many eyes) So these are all things I have been giving a great deal of consideration. I want to find the "best" solution that will work for most people.
  • Kurt Nielsen

    Kurt Nielsen said about 11 years ago:

    If somehow a solid surface like a mesh could be pushed or pulled and scaled over a subject's face as a marker to wrap your code into place and the optional inclusion of teeth & eyes and a circle with nodes to position and line up on the mouth and eyes. Some auto rig systems look just as busy/complicated as rigging from scratch and hard to see if your model is complex as well. -just a thought. Because RapidRig may only mainly be use for Bipeds you may not have to think about dealing with extreme facial structures like crocodiles for now. -Overall you would know better than I, I'm new at rigging. I have been looking for an advanced autorig for faces for realism, I already have The Face Machine but I like your approach better on rigging/automation -less steps/complications.
  • Kurt Nielsen

    Kurt Nielsen said about 11 years ago:

    Update : Adding a check box for adding each additional yet optional bone components allowing one to work on/move each exclusively a time such as cheeks, lips, brows etc. may be helpful.

Post a comment: