7.11.2013

SCRIPT : gf_multiRivet

I uploaded another script on creativecrash. You can find it here.
It attaches the selected object(s) to a mesh, with a rivet. I use it a lot for facial rigs, but there's a lot of uses ☻

More info : http://the-rigging-clown.blogspot.fr/p/download.html

7.08.2013

Autorig, Interface and more : VIDEO

I recorded a video to talk about my autorig, the animation interface and other things I usually add to a character rig. The video is quite long (35 minutes) but I wanted to cover every features.

I recorded this video in french. If you don't speak french... well that's too bad, because first, you won't understand what I say, and second, you'll never know what anticonstitutionnellement means...

Now seriously, I will record a series of shorter videos in english, focused on stuff like the limbs rig, the facial rig, the interface, the tools, etc...so stay tuned ☺

GF autoRig - Explications détaillées [FRENCH] from Guillaume FERRACHAT on Vimeo.

7.06.2013

SCRIPT : gf_vertexSnap

I just uploaded a first script on creativecrash. You can find it here.
It snaps a selected object to the center of a selection of components on a mesh. I use it to snap joints inside a model, but I'm sure you'll find a lot of other cool uses :)

More info : http://the-rigging-clown.blogspot.fr/p/download.html

Autorig

     As this is the very first post on this blog, I feel I should talk about my main tool as a character rigger.

     This is actually my second autorig. The first one (https://vimeo.com/33766447) was written in MEL, and was provided with an animation interface with tools and pickers. It worked fine but was limited to a very specific type of character : 2 arms, 2 legs, 1 toe, 5 fingers and a thumb.

     This new autorig is written in Python and presents much more options. Here is a video I made 2 months ago showing its features and how it works : https://vimeo.com/65519627 I did some improvement in the past 2 months but the most important things are in this video.

      There's one thing I kept in mind when building the animation interface : it HAS to fit each and every character; I must be able to add controllers (facial rig, antenna, tail, etc...) that the interface is able to recognize. In order to do that, each controller's message attribute is connected to a multi message attribute on a group, so the features like the Select All button simply checks that attribute to create a list of all the controllers.

    I'll write another post later to explain the details of how the interface works and how the pickers are generated dynamically.