You can check out the basic controls and functionality here!
In addition since the Ekko rig is still a Wip, I'll be updating more functionality to the rig over the next few weeks. this includes eyebrow controls and some optimization. In addition if there are any hiccups or issues with the rig or any extra functionality you guys are interested in I'll be sure to help you guys out.
Have a good one and I can't wait to see what you guys come up with!
In addition for the Rengar rig, I have that too. just it's one of my older legacy rigs. If there is enough interest in that i can update and release it for the competition, it's just the controls are a bit limited.
In addition for the Rengar rig, I have that too. just it's one of my older legacy rigs. If there is enough interest in that i can update and release it for the competition, it's just the controls are a bit limited.
Replies
Foot roll- I expect the ball of the foot to stay in place as the heel raises.
Bat- It would be nice to have more control over the shape (similar to the leg) where I can shape it or scale different parts for smears.
Tools in the bag- It would be nice to be able to switch parent space. As it stands they are parented to the bag, but the pivot for the control doesn't make sense at their current position.
Last thing, I'm not sure if it's me, but trying to move anything except the limbs (root, chest, master, head, etc.) is extremely sluggish. I'm using Maya 2016 if that makes any difference. Thanks for sharing!
-Integrated "Ball Pivot" allowing for the expected call of the foot to stay in place as the heel raises.
-Integrated Weap FK controls with scale functionality.
--Retopo'd the weapon to allow for less rigid motion.
-Integrated the Brow Controls to allow for more facial animations.
-Integrated Tool Space Switch
Next Update - Goal for next week
Optimize the Ribbon Setup to be a blend-shape allowing for toggal-bility.
-Completed the IK FK snap Script. Debating on weather to create a UI for easier Functionality before releasing it.
-Mirror Functionality can also/in the progress of being implemented.
DL for Version 2 Can be found here
https://drive.google.com/open?id=1gRirSkj-FKwOI7p06Lf5iSkEZOhY0kJ1
In addition I'm currently using Maya 2015, and the rig seems to run fairly quick. I'll look into optimizing the file a bit more in case that the rig is running sluggish.
-Integrated-
Separated - body, blend-shape functionality
Mirror functionality
Mimic functionality
IK-FK Swap functionality
-Progress-
-UI needs improvement
Convert to pyside2 to allow for Maya2016+ to use UI
-Any animator suggestions
-Recommendations of animation layout
Updates should be uploaded this weekend/ including the base script
In addition if you guys have any issues with the rig feel free to MSG me or send a reply and i'll be glad to help you out.
Sorry for being slow, work and holidays makes it kinda hard to update in a timely fashion.
Have a good one!
Have a good one and happy holidays!
https://drive.google.com/open?id=11xK_Tzm5QywGpd69MrBGAIAGiDNiZRWG
-The backpack could use a parent switch. Right now it's only to the world.
-Elbows only have Y rotation. I understand the reasoning, but usually I like to have the option to use or not use an axis. (sometimes you need to cheat poses.
-The option to hide some controls would be great. The upper body is pretty dense and I have a hard time finding/picking the clavicle control especially.
-It's hard to make the headphones fit on his head, usually because his hair sticks out.
These things are nitpicky and easily fixed by the animator, but just for future reference. Overall it's a great rig!
Added -backpack Spacing to the hips, as well as extra controls for hiding parts of the rig. (it's the circle untop of the head)
https://drive.google.com/open?id=1I89gAG9eLLOquPfKJPn3UtXNrxmK5fb2