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Slap on Auto Rigging for Body and Face 4.0.1 for Maya (maya script)

A 15 minute setup to Rig any Bipedal character's face and body

License
$32.00
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Compatibility

  • 2013

Operating Systems

  • Linux
  • Mac
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History

Created:07/29/2012
Last Modified:10/02/2018
File Size: 14.1 MB

Q/A

Lower Eyelid Trouble and Shoulder Skinning Issues

Date:01/22/2015
Submitted by: menriet menriet
Hi Wynand,
  I just purchased your rig about 2 days ago and I'm having some issues with the lower eye joints not seeming to generate properly.  I expected them to be similar to the top joints as the top joints follow the mesh of the upper eylid.  However when i generate the slap on auto rig, it bunches them up as seen in the screenshot I'm attaching.  Any ideas on why this is happening?
  Additionally, after getting the shoulder to a decent level of finish I've noticed that when I rotate the elbow constraint anywhere near 90 degrees perpendicular to the arm, I get a sort of clamping effect on shoulder.  I figured that smoothing the skin weights to the additional upper arm joints would fix this similar to the relationship between the lower arm and the hand but it doesn't seem to have any effect.  Here is an album showing the two different stages I'm talking about http://imgur.com/Xyxs6RS,2118Njg#0.  I'm new to skinning and rigging so I'm not positive if I'm asking these questions correctly.  Thanks!

Replies to this question:

  • Replyindent
    badmanjam

    badmanjam said almost 10 years ago:

    Hi Menriet Sorry for late reply. Blendshapes do not import into unity. it is a unity limitation. As far as rigging extra geometry like guns to your character, you will have to find a way to do that yourself. Rather use the slap on for what it is good with, and then any add ons should come separately and secondary after the scripts has run. For example A gun that your character uses needs to be rigged into the U_grp that gets created after you run the unity script. You can write your own script to get that to work too.
  • badmanjam

    badmanjam said almost 10 years ago:

    Hi Menriet I am afraid that I don't know what is happenign with your eye, as I haven't gotten that issue yet. Can you recreate the problem.? Maybe there is something particular about your mesh that I can't see. As far as your elbow_anim goes, that is actually quite a common problem. You will find that most rigs will behave like that. If you rotate the elbow, the shoulder will rotate by the same amount. I find that it hardly ever becomes an issue during animating. For tips on how to skin, please check out the skinning tutorial on the Slap On page. If you have any other questions, do not hesitate to ask!
  • Replyindent
    menriet

    menriet said almost 10 years ago:

    Oh by the way I got the eyelid working. I just redid the prescript execution process and reimported my geometry and it generated correctly. So that's all done now.
  • menriet

    menriet said almost 10 years ago:

    Thanks for the response! I have gone back to the prescript file and moved the points on the eyelid around, however it does the same thing when i generate the rig again. So at least it is a consistent problem? Now for the shoulder pinching like that I have been reading about corrective blend shapes. I know that there are blend shapes put into place for the head already, but if I were to make some for the body, would they be able to export correctly into unity? If not that is alright because like you said the pinching isn't terrible. I was also wondering if I would be able to add some sort of joint for a weapon that my character would be able to sheath and unsheath and whether or not that would export to unity correctly? Thank you for being so prompt in responding.
  • badmanjam

    badmanjam said almost 10 years ago:

    YES!!
  • Replyindent
    menriet

    menriet said almost 10 years ago:

    Hi Unfortunately there is only a translate function in the shoulder. Will hav eto translate the shldr_anim and then rotate the upArm_FK_anim Or Corrective blendshapes I didn't add in a rotate, because then I'd have to add in another animation control and i wanted to keep it more neat.

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