v1.05 is released and contains a few bug fixes as well as some new features. New Features in v1.05: Skeleton Library: The Rigging Toolbox now has the ability to save and load skeletons in a proprietary format independent of Maya scenes and versions. Skeleton data is saved in a skeleton config file in the current Maya…
argh, you have to do real rigging if you want something done right. a mocap skeleton, a bind skeleton, and an offset skeleton. I have a friend make me skeletons/rigs that I bind and use. Bake everything down to the bind skeleton and you're done... Here’s the rigging environment my friend recommends…
duplicate the skeleton, collapse it's transforms, constrain it to the old skeleton and trnasfer your skin weights to the new skeleton. if you actally need to collapse the controllers on the new one you can but you'll probably find it's not necessary - you simply animate the old skeleton and pull the animation of the new one
Hi, this is realy awesome tool, but I've faced small prodlem... When I import .mesh file, skeleton is offset to mesh (... or mesh is offset to skeleton) Why? p.s. Skeleton animation works well.
if you use Maya i recommend advanced skeleton. There are some other auto-rigger plugins that could be worth looking at - i have not used any others except advanced skeleton. but its always been good enough that i had no motivation to look at alternatives. you could start from the sample human rig and just make a few…
My first question is about what tells a model what skeleton to use when a person dies via lava, acid or link gun etc? I have noticed that the skeleton (note I am not talking about the skeleton you use to animate but a normal flesh-and-bone type skeleton) is shaped different for different species, humans have human…