Craft_Rig and autoRig 1

craft
Posts: 107
Joined: 03 Jan 2010, 00:40
Location: Portugal

Craft_Rig and autoRig 1

Post by craft » 03 Jan 2010, 01:00

Hi everyone!
I’ve put up a biped rig that i’d like to share with the community.
You can download the files from here: http://www.craft.host56.com/archive/Cra ... Rig1.1.rar
Hope you like it! Your feedback will be very welcome!

Thank you
Tiago Beijoco
http://www.craft.host56.com

Image

EDIT: the archive in the link above now contains the actual autrig scripts as well, to generate new rigs with different structures

NEW EDIT: uploaded a new version of the rig and autorig, to cover a bug with reseting / selecting / keying the spine from the controls PPG.
Last edited by craft on 21 Oct 2010, 01:11, edited 2 times in total.

wailingmonkey
Posts: 14
Joined: 21 Aug 2009, 07:49

Re: Craft Rig 1

Post by wailingmonkey » 03 Jan 2010, 22:13

looks interesting...will give it a go. Thank you for sharing it! :)

(your octopus rig on your site looks pretty cool too!)

Deracus
Posts: 75
Joined: 05 Jun 2009, 10:24
Location: Leipzig, Germany

Re: Craft Rig 1

Post by Deracus » 04 Jan 2010, 12:58

thanks a lot. Finally a good rig to make my first steps in animation, as the XSI-CharacterRig-Sample doesn´t seem to be very good in my eyes..

I will definitly try do learn as much from it, as i can.

craft
Posts: 107
Joined: 03 Jan 2010, 00:40
Location: Portugal

Re: Craft Rig 1

Post by craft » 04 Jan 2010, 13:26

Thank you both, guys
Will really be looking forward to see what you do with it ;)
A big part of the deal when rigging is listening to the users' feedback.
No users = useless rigs

WailingMonkey, i was working on a tentacle autorig at a time where that octopus derived it's technology from. If i ever redo it in a usable way i'll surely share a sample of it.

Ahmidou
Posts: 105
Joined: 04 Jan 2010, 14:00

Re: Craft Rig 1

Post by Ahmidou » 04 Jan 2010, 17:21

It's a great rig, but you should abandon spdl and switch to self-instalable ppg!

craft
Posts: 107
Joined: 03 Jan 2010, 00:40
Location: Portugal

Re: Craft Rig 1

Post by craft » 05 Jan 2010, 23:55

Ahmidou: you mean with a plugin, so that people don't have to manually copy the spdl? never did a plugin for xsi..
i was initially using a synoptics page to fire the ppg layout and scripts, but then was advised to change to an spdl.

:) thank you!

opoppopopp
Posts: 7
Joined: 16 Jun 2009, 06:23

Re: Craft Rig 1

Post by opoppopopp » 06 Jan 2010, 10:52

thank you for sharing it!!!!
and yes, i think no need to use spdl...SelfInstall PPG is more clear~
Last edited by opoppopopp on 08 Jan 2010, 06:40, edited 1 time in total.

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spurv
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Location: Portugal

Re: Craft Rig 1

Post by spurv » 07 Jan 2010, 21:03

Tks man! Realy nice!

PS. Mto bom trabalho!
Eu é que tou com cenas? Tu é que tás com cenas!
http://lickingtheice.tumblr.com
http://www.mariodomingos.com

opoppopopp
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Joined: 16 Jun 2009, 06:23

Re: Craft Rig 1

Post by opoppopopp » 08 Jan 2010, 04:53

when i try to match FKIK arm. the follow error appear....

Code: Select all

// ERROR : Property Page Script Logic Error (Microsoft JScript 运行时错误)
// ERROR :    [1720] function L_hand1_removeLock_OnClicked(){oCtls=PPG.inspected(0);removeLock(oCtls.model.findChild("L_handLock_ctl"), oCtls.L_hand1_lock, oCtls.L_hand1_lockOn)}
// ERROR :    [1721] function R_hand1_removeLock_OnClicked(){oCtls=PPG.inspected(0);removeLock(oCtls.model.findChild("R_handLock_ctl"), oCtls.R_hand1_lock, oCtls.R_hand1_lockOn)}
// ERROR :   >[1722] function L_arm1_matchFKIK_OnClicked(){matchFKIK(PPG.inspected(0).model, "L_", 2, 1)}
// ERROR :    [1723] function R_arm1_matchFKIK_OnClicked(){matchFKIK(PPG.inspected(0).model, "R_", 2, 1)}
// ERROR :    [1724] function L_arm1_matchIKFK_OnClicked(){matchIKFK(PPG.inspected(0).model, "L_", 2, 1)}

craft
Posts: 107
Joined: 03 Jan 2010, 00:40
Location: Portugal

Re: Craft Rig 1

Post by craft » 08 Jan 2010, 16:27

you're right. i forgot to add the matchFKIK and matchIKFK functions when i switched from the synoptic to a spdl.
Already fixed that and updated the online files. please download it again. You have to replace both the .spdl and rig (.emdl) files, as I changed some details in both.

thank you for letting me know!

opoppopopp
Posts: 7
Joined: 16 Jun 2009, 06:23

Re: Craft Rig 1

Post by opoppopopp » 10 Jan 2010, 06:02

thank you for quick update!

one more question, the synoptic file's path is lock to the "user/app" directory?
when i copy all the file to my workgroup,it doesn't work...

craft
Posts: 107
Joined: 03 Jan 2010, 00:40
Location: Portugal

Re: Craft Rig 1

Post by craft » 11 Jan 2010, 01:51

uhmm i have no idea.. i never really use workgroups. workgroups are like a shared user profiles folder so i guess it should work but since you say it doesn't... i honestly don't know :\

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farhaad_yousefi
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Location: tehran-iran

Re: Craft Rig 1

Post by farhaad_yousefi » 17 Jan 2010, 06:14

fantastic rig.. :-bd
and best synoptic i have ever seen.!! :ymparty:

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druitre
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Joined: 25 Jun 2009, 23:35

Re: Craft Rig 1

Post by druitre » 17 Mar 2010, 15:15

Hello Tiago, I'm using your rig to set up some poses for a private project of mine. I'm learning how to use your rig as I go along and I've already found out some good stuff, but there's one quite basic question I'd like to ask... since it kind of determines a lot that comes after:

how would you animate a character going head-over-heels? Standing on feet, then standing on hands, and landing on feet on the other side of the hands.

Would you animate the COG (pivot+pivot_loc as described in the manual) or animate everything from the hipcontrols onward? As I seem to get strange flipping of my mesh and bones whenever I rotate the hip more than 180 degrees in any direction.

Someting like a short step-by-step would be very useful, just to know where to start, what control to translate first, then what next, etc.

Oh, by the way... so far I like your rig a lot, thanks for making it available!

Jasper

craft
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Joined: 03 Jan 2010, 00:40
Location: Portugal

Re: Craft Rig 1

Post by craft » 17 Mar 2010, 19:46

Hi Jaspers!

thanks for your feedback! i did come across that issue once, but at the time i diagnosed it with something less likely to happen. since i was in kind of a hurry i didn't even fix it.
I think what i did with the controlers/vertebrae alignments messed up Isner's spine algorithm. here's a quick script that'll (sort of) heal your character without having to reload a fixed version (which i'll upload as soon as i can) and transfer the animation. However, even the isner spine will be rather unstable in those positions so here's how i'd animate this shot: fk spine (more stable), ik arms legs and head, switch the legs upV_follow to 2 (follow hips) and head_rot_follow to 2 (follow chest). all the rest i'd leave as default, and wouldn't animate the pivot.

thanks man for letting me know :)
any chance i can see some screen capture of your animation? i'm dead curious. no one's ever showed me any with this rig and i'vent had the time to do much myself.
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druitre
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Re: Craft Rig 1

Post by druitre » 18 Mar 2010, 19:45

Thanks for the script, I applied it (little rewrite because I have two characters in my scene and renamed some things accordingly but I think I did that right) and tried out your suggestion. Not really successful but I think I'll have to try a few more times before I know what to conclude.

About showing stuff: all I can show you now is some stills, at the moment I'm just setting up a couple of poses with standard man & woman mesh. As reference for statuettes that my colleague is modelling in clay. I ran across the twisty-controllers issue with the woman-in-man's-arms pose. (Which, by the way, offers another interesting issue: his hands are locked to her back and kneepits, her hands are locked to his neck and shoulders. How would you set up a situation like that,if you'd want him to walk around with her in his hands - what controller do you lock to what controller?)
16-D klein.jpg
17-18 klein.jpg
23-24 klein.jpg
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