So, I decided to write my own little auto rigging tool for myself.
I’m not sure why I even do this, lets say for usual things:
Yeah, this sounds about right to me.
Goal is: Create my own rigging tool, aimed primarily at joint-based rigs for game dev and cinematics, but extencible enough to be adapted to anything else, with main focus on making rigs produced by it as animation-friendly as possible. Should also be possible to rebuild rigs, hopefully will be able to automate and create presets for characters. It should operate based on the existing skeleton.
And, of course, I’m doing it to rig some characters quickly, and start animating them!
I also have a few particular fun ideas and techniques I’d like to implement and use while animating. And for that I will also create tools, which include:
But I still wonder, why not just use AdvancedSkeleton? Hmm.. Well, I think I’ll still use it for any commercial work, while polishing and testing my rigging tools in my personal practice works. And since I’m trying to write scripts with modular aka OOP approach in mind, I’ll try to make as much of it complatible with AS and other auto-riggers as possible.
So, steps are, not in order:
Okay, wish me luck, and here is the first working thing, basic IK-FK setup. In next update will add stretching and pole vector, and wrist rotation to IK control.
Just a minor heads-up, BroDynamics updated to 1.1.0. Now features collision objects, as well as a few minor fixes.
Also now available on creativecrash.
Two videos are now officially available, featuring my work as Lead Animator.
Motion capture on set supervision, mocap data processing, retargeting, polishing, exporing. Some rigging and pipelnie tool development as well.