15/05/2016

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

26/04/2016

Celestials

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.



Copied from my site's blog: http://nixes.ru/?p=393

25/04/2016

BroDynamics is out



Get it on gumroad!
After some time of searching the web for something like good-old Spring Magic for 3ds max, or any other quick and universal secondary-motion solution, I decided to write my own.
It is a part of my own toolkit, which I conveniently called “BroTools” just for the fun of it, but I decided to go further with this prefix and called it BroDynamics.

With a click of a button it can temporary add a simulation dynamics based on nHair to any rig, any selection of objects, bake it on controls, and clean up after itself. Without breaking rigs. Working with referenced rigs.


Recommended use include: Tails, hair, tentacles. It can also be used with any FK hierarchy, which is recommended, but it works with almost any type of hierarchy really. 



So, for example, if you’re an animator who wants to spend more time on creative process and acting of the animation, and less time on routine animator-tasks like creating secondary motion to all those tails, long bunny-ears, tentacles, etc., – this tool is for you.

I’m already using it in my every-day work, so you can expect regular updates, at least for some time.
Currently I plan to add more simulation options to the UI, maybe making it possible to preview the simulation before baking it on controls.


Copied from my site's blog: http://nixes.ru/?p=383

16/11/2013

Precursors Soundtrack

Uploaded Precursors soundtrack on Vimeo. Thanks to Vincent Govindin for this beautiful atmospheric music!

10/11/2013

TAG One2One Commercial

A commercial for TAG One2One paintballs and marker gun, made with the help of my paintball team. I was a CG Supervisor and VFX artits on this project. Nothing fancy, but it was fun!