v1.16 of The Rigging Toolbox has just been released. Some bug fixes and general code cleanup but more importantly, stretchy IK is now an option while auto-rigging legs and arms. The stretchy IK solution is fast and will not lag during posing. I've also improved the automated pole-vector positioning to maintain IK chain…
I've had a few requests to build in IK vector-control tethers and a master controller. I usually leave this up to the user as my experience has been that these items are a matter of personal preference... and debate! For flexibility I'm leaning toward a switch of options for IK vector-control constraints like…
That would be the conventional implementation and I might go there but at this time my priority is to keep things as absolutely simple as possible -- both so the animator actually understands what he/she is controlling and for stability. Skeleton library feature is almost complete, then on to hand pose attributes (set with…
looks pretty cool, jbuck! 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…
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…