19/05/2016

Site update

Phew, CSS3 is not nearly as hard as I thought some time ago. Updated this site’s design a bit, added some neat hover features, and made the “TOOLS” page where you can take a look at a few of my main tools I made and am using in my work. Some of them are available for purchase, some will be later, some may be free, so keep an eye on that page :)



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18/05/2016

BroRig Update 03 – Shape replacer

 

 

And here come Pixar Presto’s style controls! A tool which allows me to quickly replace NURBS curves with controls following mesh. Very intuitive for animators. Thanks to Jason Schleifer for showing how this is done in Maya.



Copied from my site's blog: http://nixes.ru/?p=443

17/05/2016

BroRig Update 02 – Mostly works

Well, it mostly works, and already created a script to replace controls with selectable mesh controls, details in the video.
Will create mini-ui for it, probably, and move onto creation of automatic ik-fk switching stuff… Or fix the rig itself. Or, maybe, put it away for a while, and rig something with advanced skeleton and animate it… Hm, not sure which will be next yet. We’ll see.

 



Copied from my site's blog: http://nixes.ru/?p=431

15/05/2016

BroRig Update 01 – Basic Stretchy IK-FK Done

Hooraaay, Basic stretchy IK-FK is done. Can now quickly rig arms and legs, without feet yet. Scales correctly with the rig, thanks to Zeth Willie’s tutorial. Basically it will correctly scale under any circumstances, even if the character is parented to something else and that other object is scaled. Will try to make everything else scaling the same way.

In the video the character breaks when i’m scaling it just because nothing but legs and arms is rigged. But arms and legs scale correctly. Once I rig spine and head it will work just fine.

Currently it automatically finds 2nd and 3rd joints… But as I think of it now, it was not a good idea. If there are, say, twist joints in that hierarchy, the script wont work. But it’s no biggie, will fix this some other time.

Yeah, also forgot to add, I will, of course, add a nice pretty PySide UI to this!



Copied from my site's blog: http://nixes.ru/?p=427

BroRig Update 00

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:

  • Fun
  • Practice
  • Better understanding of rigging

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.

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:

  • Replacing curve controls with invisible mesh controls, overlaying the original mesh. So there are no visual controls, and animator\me can click directly on mesh to select animatable part, Pixar’s Presto-style.
  • The whole tool should work around the existing skeleton, allowing me to take any model with a skeleton and rig it in a matter of a few hours or even minutes.
  • Automatic IK-FK switching, happening at the moment animator selects FK or IK control. Probably through scriptJobs. Since there are no visual nurbs controls to distract an animator, there is no need to hide those when switching too.
  • Fully scalable rig. Since it is mostly meant for gamedev and purely joint based, there won’t be any complex things, so it should be easier to make it fully scalable.

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:

  • Create functions to work with basic rig hierarchy
  • Create IK-FK rigger, stretchy\squashy. Arms
  • Use IK-FK rigger as a base and adapt it to rig legs
  • Spine, FK, IK, Stretch and squash. Basic for now, don’t want to go too crazy with ribbons and 100500-degree twisting… With modular approach it can be added later, if needed.
  • Simple FK rigger, to rig just FK joints, like fingers, tails, etc.
  • Thanks to my BroDynamics tool, i don’t need to actually build any dynamics into rigs! Yay!
  • Create a tool, which will allow to easily replace any FK curve control with a mesh, and set it up using this or better this technique. Thanks, Jason for showing how to do it. Make it compatible with AdvancedSkeleton.
  • Create a tool, which will allow to quickly add all required scriptJobs for IK-FK switching. Make it compatible with AdvancedSkeleton.

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.

 

 



Copied from my site's blog: http://nixes.ru/?p=418

08/05/2016

ShowReel 2016 – Animation and Rigging

New showreel is out!



Copied from my site's blog: http://nixes.ru/?p=413

BroDynamics update 1.1.0

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.
http://ift.tt/273ADQk



Copied from my site's blog: http://nixes.ru/?p=410