So, there I am doing some much needed R&D on the main rig (yes, still picking at those bones), and up untill now have been very pleased with the cross over between Maya / Endorphin / Motion Builder. Everyone seems to work well, with one rig servicing all
So, thought that I would have a stab at the new massive agent for some interesting swarmtests.
I stripped out the main hero rig to its core env, fk and ik skeletons. Taking the fk rig as the main massive skeleton, i imported it into Massive
But whats this, a weird and wacky zero pose? Thats not right?? all the rotation values are set to zero, and in all the other apps zero gives a T pose. Yet in Massive it flips his root on his side and face down.
Yep, like endorphin, it appears Massive doesnt like joint orient values. Well, actually it does like them, a little too much. So, i now have to start all over from scratch
When I was on holiday I decided I was going to play with a rig script i found on highend3d.com called abautorig. so, this would have meant a rebuild on the Endorphin rig anyway as well as the Motion Builder set up which the new Arena Optitrack system is going to drive… both for main acting and Massive loops for crowd tests…
Fortunatly, I dont have to stray to far from the maya rig, its pretty much a simple build, but it will impact the endorphin rig a lot, meaning a rebuild (grrrrrr). Still, I reckon I can get that all sorted this week on the train…. hopefully giving me Saturday next week to redo the massive and endorphin rigs
I also found some cool free mocap over at http://accad.osu.edu/research/mocap/mocap_data.htm
Its all bvh, so crappy ass rotational values on all the joints, but mauy have a play with that and get that all retargetd to a simple .ma rig
So, note to myself
strip out all rigs
delete IK rig
unparent legs and spine from root
insert new root make sure ALL the joint orients are set to zero on this isolated joint
re-parent legs and spine
export thuis new skeleton as the new ENV and FK rigs
fk will form basis of mobo, Endorphin and Massive rigs
With abautorig, start to build new rig using recently tweaked skeleton as ref
The rig will have IK / FK switching, but will drive a seperate ENV rig as well as FK rig
The Main Pref node will enable a complete FK rig takeover so that Mocap can be applied as before, just with one attr setting that all out
Dam, I hate restarts, but because I have a potential 30 characters all using the same rig, i have to ensure absolute consistency across the cast. Im a little p*SSed that i had to find out today and lost all of today troubleshooting and looking for workarounds, but i am a firm beleiver that revisions are always better for it!
*********************
Project-Palitoy is supported by:







