Posts Tagged ‘Rigging’
// Posted in Game Titles, Motionbuilder, Pipeline, Showcase | No Comments »
Tags: Animation, game engine, GameDev, Maya, Motionbuilder, Rigging, Show Reel, Showcase
June 20, 2011
Similar to 3ds Max’s Turn Edge, except this tool is based on a quad/poly face selection. Select a face, then Turn Edge. The TriangleEdge of the selected Quad/Polygon is turned.
TogglePolygonFaceTriangles command is included in the UI for the user to easily view the angles of each Triangle Edge before editing.
It’s nothing fancy or complex, although it is ideal for quickly tweaking undesirable polygonal bending of correctly skinned/wieghted low-poly skeletal meshes. (i.e. incorrect poly bending, clipping or intersections)
Especially when characters have various garments, add-ons or other accessories where character culling (for game assets) can’t be used and precise weighting is needed.
Non-invasive modification of skeletal mesh. Skin Weights are preserved. And the procedure’s history is removed upon completion.
Unfortunately we cannot delete the newly created edge without maya reverting the original direction of that edge…sorry
* Copy the ozTurnEdge.mel file to your Documents and Settings\[user name]\My Documents\maya\[version]\scripts\ folder.
* Restart / Run Maya or enter rehash; in the command line if Maya is already running.
* ozTurnEdge; will source the script and open the tool’s UI.
// Posted in MEL Scripts | No Comments »
Tags: Characters, Maya, MEL, OZ Tools, Rigging, Skinning, Vertex Weighting
April 12, 2010
With more content being added to the showcase, I needed to make a few improvements to the Content Viewer for all assets and navigation to function correctly.
- Added fullscreen option (all thumbnail menus are hidden whem enable)
- Added back and forward commands to the player controls. (bottom menu)
- Video centers and scales regardless of FLV ratio.
- Fixed some menu scrolling errors that hindered additional content from being viewed.
- Description panels fit more text characters.
I’d also like to add an option to “play all”, which will play each loop twice then move on to the next. And maybe some in-game screenshots of the respective character.
// Posted in Characters, Flash, Rigging | No Comments »
Tags: Animation, AS3, Rigging, Showcase
June 19, 2007
- I actually wrote this a few years back, while working on the rig of a winged-character [containing “branches” of joints in each wing]. I never got around to publishing it to the web, but it met my objective and has definitely come in handy for me ever since, and thought it worthy of sharing.
Setup / Installation Instructions:
1. Copy setPose.MEL to Maya’s “scripts” folder
[i.e. ..\My Documents\maya\8.0\scripts]
*note: type rehash; in the command line to avoid having to restart Maya for any newly added scripts to the directory.
2. To source the script type setPose; in maya’s command line to access the tool’s window.
(after its run, you may want to middle-mouse drag that command to a shelf for future use)
3. Follow the instructions recalled in the help line.
Description / Usage:
1. copies, or mirrors, a designated pose from selected hierarchy and applies that pose to a specified target hierarchy.
(i.e. left arm position, shoulder joint and associated child joints, is stored and applied to the right arm at anytime)
2. options for keyframing and pose manipulation can be controlled via the script’s window.
3. handy for animating (run / walk cycles, etc.), defining set driven keys and rig setup
. . . where it is desirable for a mesh animation to have (nearly) symmetrical poses at altering, or opposing, times.
I hope to return back here shortly, to follow-up with a brief demonstration or screen shot instructions. But the script itself is very simple and should be pretty self explanatory.
Any questions, comments, etc. you know what to do …just voice it.
– ΦZ / JB