Apologies in advance for the shameless self-promotion...
I've just released
The Rigging Toolbox, a toolset for character rigging in Maya that is especially game-engine friendly. Use individual tools from the Toolbox to aid in your personal rigging process or use the auto-rig functionality to rig complete characters with features including IK/FK switching and foot roll attributes.
Unlike other "auto-riggers", The Rigging Toolbox allows for the creation of custom controls and includes many control shapes, control shape positioning and naming options, the ability to create rigs with 'zeroed-out' controls and the ability to set custom control colors.
The Rigging Toolbox can be downloaded
here.
Here are a few demo/tutorial videos:
Overview
[ame="
http://www.youtube.com/watch?v=oaV0sOdoi7I&hd=1"]The Rigging Toolbox - RTB Overview - YouTube[/ame]
Basic Arm Rigging with The Rigging Toolbox (Three Parts)
[ame="
http://www.youtube.com/watch?v=MjBYDjo14XQ"]The Rigging Toolbox - Simple Arm Rigging, Part One - YouTube[/ame]
[ame="
http://www.youtube.com/watch?v=gI7oDnkgzMs"]The Rigging Toolbox - Simple Arm Rigging, Part Two - YouTube[/ame]
[ame="
http://www.youtube.com/watch?v=mxQcJW2KqLs"]The Rigging Toolbox - Simple Arm Rigging, Part Three - YouTube[/ame]
Full Character Rigging with The Rigging Toolbox (Three Parts)
[ame="
http://www.youtube.com/watch?v=_rky_wvYSdw"]The Rigging Toolbox - Full Character Rigging, Part One - YouTube[/ame]
[ame="
http://www.youtube.com/watch?v=0sAxviS6MD8"]The Rigging Toolbox - Full Character Rigging, Part Two - YouTube[/ame]
[ame="
http://www.youtube.com/watch?v=xYf4Lo9zzPs"]The Rigging Toolbox - Full Character Rigging, Part Three - YouTube[/ame]
Replies
Always interested in feature requests and suggestions for tutorials/demos.
So suggestions/requests for easy creation of:
- stretchy bone chains
- twist bone chains option for arms/legs
- ribbon spine chains
- IK spine (mighta missed it on the help page, tho)
- 'spring' bones for jiggly parts/clothing/hair secondary motion stuff
and all recognized by The Rigging Toolbox when it comes time to connect the rig!
(apologies if you've implemented some of this already...have to admit to not
watching the vids yet, as I only visited creativecrash and your website) :poly122:
First and foremost, The Rigging Toolbox will see some new workflow tools for building skeletons -- like the ability to easily save, load and scale custom skeletons.
The goal of The Toolbox is to keep it as simple as possible and maintain a single- skeleton export solution for game engines. There are some great auto-riggers out there but many aren't useful for games unless you rig a secondary (or even tertiary) shadow-skeleton for export.
of a secondary automated export skeleton rig when the user applies/chooses some of the
more higher-level controls available from within The Rigging Toolbox control rig itself.
Skeleton library feature is almost complete, then on to hand pose attributes (set with just a few clicks), then I'll revisit the spine and probably add a spline IK solution as an option.
Thanks again for the suggestions!
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 project. Save and load skeletons to and from the library. Each project can have it's own skeleton configuration file which will be loaded when the script is run.
Skeleton Scale: Scaling skeletons in Maya has a tendency to create an additional transform node that can be tricky to get rid of. Now you can scale skeletons and partial joint chains in The Rigging Toolbox accurately and without additional transform nodes.
Download here
The toolbox looks great so far.
I've been thinking about building in direct export support for a couple of different engines, UDK and Unity but was planning on FBX only. I think that might be best served as an add-on module as it's not necessarily related to rigging?
PSA animation export
FBX animation export
I noticed with FBX skeletal mesh imported in UDK that some bones are still exported, even when not skinned and not selected. If they are in the chain, the exporter will export them.
My UDK script uses back-end FBX but isn't designed for skeletal. I'll probably look into adding this functionality to that script (which is free.)
For flexibility I'm leaning toward a switch of options for IK vector-control constraints like shoulder/arm/spine/root, etc., and something similar for legs. Any other suggestions?
Any comments about master controls (moves character and all controls)? Not a complex implementation but anything new and interesting you've heard about or experienced?
Thanks in advance.
btw... Unity exporter is complete, UDK is on the horizon. Will be in a version of The Rigging Toolbox soon.
I've also improved the automated pole-vector positioning to maintain IK chain positioning during auto-rigging and place the pole-vector in a logical and animator friendly location.
The Rigging Toolbox can be downloaded here: cgartistry.com
Special discount for Polycount members! To celebrate the new CGARTISTRY website, save 20% off the purchase price of The Rigging Toolbox by entering coupon code polycountIsAwesomeRTB20 at checkout. Valid through August 2013.