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…
perhaps that might be one of your considerations, then...namely, the quick easy assignment 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. ;)
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…
Those are great suggestions, thanks! I'll be revisiting the auto-rigging solutions soon and I realize some of those need to be at the top of the list. 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…
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…
Version 1.20 is out and now supports Maya 2014. Download at 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.
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…
That's a great idea. It's easy to rename any joints in your scene with the Scene Edit utility but I can see where automation could be desireable. 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…
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…