Tiny 1.5.0
High res rig with muscle system.
License Type:Freeware |
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File ID:4517 |
File Size:21.2 MB |
Created / Updated:Mar 01, 2007 / Feb 27, 2011 |
Owner: |
Platforms: |
Downloaded:339,483 |
Maya:2010, 2011 |
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Tags:
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High res rig with muscle system.
License Type:Freeware |
|
File ID:4517 |
File Size:21.2 MB |
Created / Updated:Mar 01, 2007 / Feb 27, 2011 |
Owner: |
Platforms: |
Downloaded:339,483 |
Maya:2010, 2011 |
|
Tags:
|
|
Great Set up, I love your muscle system, simple and all built
in maya
Great
Bravo mate, bravo! Great rig!
Probably the best so far
i like it a lot...
Nice rig. I knew it'd be a hit on HighEnd, 5 stars from me.
-Rod
This is freaking awesome rig! The only suggestion I have now is to add 2 more joint controls to the tail. That would make curl in the tail more smoothly. If possible later on add stretchy legs, arms and also in the spine.
**about version 1.1.0?**
1. Every time i turn on the High-Res layer of his body, his head geometry is way out on the right side of the screen away from his body?
2. It would be a nice option if the Medium Res geometry layer had a separate head layer, similar to the proxy layer style.
I have noticed that as well is there a fix for that?
If you put in this piece of mel it fixes the problem:
setAttr "ref:bs:troll_blendShape_head_mesh.translateX" 124.336;
Thanks for sharing!
>forgot to rate<
very very good!
best regards.
Ok, since we all agree its good some constructive criticism to make it even better ;)
1. The CtrlRig, bones and proxy mesh should share transform. This way there would be no need for the parent constraints, also when baking out stuff you'd get faster results. As a added bonus you could use the ctrl rig directly for picking what you move enabling you to drop down the visual clutter considerably. Now you could operate the entire rig like the fingers.
Example of this on one single bone:
//warning clears scene
file -f -new;
joint -p 0 0 5 ;
joint -p 0 0 -5 ;
joint -e -zso -oj xyz -sao yup joint1;
polyCube -w 10 -h 1 -d 1;
circle -c 0 0 0 -nr 1 0 0 -sw 360 -r 2;
parent -shape -add nurbsCircleShape1 joint1;
parent -shape -add pCubeShape1 joint1;
move -r -os -wd 5 0 0 pCube1.vtx[0:7];
delete pCube1 nurbsCircle1;
2. Set default manip for all the transforms this saves some time for the animator if the too is set to show manipulator tool. Also if you have click and drag mode this makes it much faster to pose.
3. replace all curve controls with poly equals without shading they are more easy to pick. Unless you put a selection filter override for curves (if so do it instead).
4. the base pivot needs to be able to be keyed easily if you try to meke something like somersaults.
5. the tail yes i agree.
I this was just quick fixes have more things about deeper subjects if the original author would drop me a pm id be glad to discuss this.
Excellent rig. Possibly the best I've found so far. I've only been messing around with it for a few hours, but all the controls are laid out intuitively and the way I would want them to be, with a nice hierarchy allowing for both quick major adjustments and subtle tweaks without any excessive clutter.
Some nice touches I like so far are the seperate cam for the trigger interface, the rotate all node seperate from the individual spine rotate nodes, and of course the complete set of custom shelf icons are top notch.
One question though: Why are the trigger selected fingers a seperate attribute from the hand controller selected fingers? Why not just have the trigger fingers just select the corresponding channels on the hand controller?
Firstly, thanks for the rig, I needed a good rig to animate for GDC and this is perfect.
Now for some crits, I have been animating this using Gorillas as reference like you did. I found that when I hunch the rig over to a certain point, the abdomen becomes cluttered and you get some crunching of the geometry. This is not a major concern if you pull the legs back a bit, however, this does cut down on the range of positions possible by the character.
Besides that little problem, the rig works just fine. I also like the fact that you put the finger, knee, and elbow locators in the channel box instead of giving them UI's since this cuts down on the clutter immensely.
Will send animation link after GDC since I'm so happy with this rig.
One of the best rigs on high end, wish there was an IK/FK back with ribbon IK. Thanks for sharing
awesome job
www.diegosupervia.com/diary
A well modeled and constructed rig. Very intuitive controls and a nice muscle system. High quality, yet not overwhelmingly heavy. By far the neatest rig I've played with thus far, I wish my rigging skills were up to par.
Best I've seen
Simply Amazing, thanks a lot for the opportunity to work with such a sophisticated rig.
Nice facial rig and muscle deformations.
Excelent and most of all the all native muscle system.Can you make a video or html tutorial on how you made it?
hi this is karthik u r rig is very very cool it helped me a lot i studied some of u r tricks how did u made the mus. system and facial system and trigger . completely u tiny is really cool rig i every saw some thing lick this rig till now.
Easily the best rig available to download. It truly is a production quality rig.
Fantastic facial controls. Awesome muscle system.
Highly recommended rig.
The first time I downloaded this rig, I was inspired by the video you had provided. Than it just became better, excellent muscle system and over all one great rig i have seen!!
how do i use it? O.o
doesn't work on my computer
Fantastic Rig!
But it gets broke when I open it in Maya 2008:(
can you give us an .ma version???
I'm encountering the same problem here, where the head appears on the left side of the body... how do i fix this?
Amazing rig, just need some help, I'm a newb. I have maya2008 on mac. When I select Hi-Res Model his Head shoots way off to the Left side of his body? And how can I set the muscle rig to deform the actual Rig? I see the muscle over top of the skin, thanks in advance!
It works fine in Maya 2008 for me in both the 32 bit and 64 bit versions. I am also having the same issue with the head however, so if anybody knows how to fix it please post it somewhere.
Awesome job !
i was wondering how do you make the "ik/fk switch" text "clickable"...
i guess you kinda listen a mouse click event, and then you launch a command but i don't know how to do that...
please share this trick !
thanks for all
Benjamin
How do i switch to the high or med resolution geometry? I've been clicking around for quite awhile and can seem to figure it out.
BTW, this is one of the best rigs i've ever come across. So many options that i've never used before. Thanks chadmv.
Check out the visibility layers for the different resolutions.
Really dig this rig, but I'm also having an issue with the high res layer, it warps off to the left. If anyone has a solution for this please post.
Cool rig. Except the cvPluginPack for 64bit only seems to exist for 2008 which seems to translate into the highres layer being unavailable, so you can't use the facial deformations. Any chance of an update on this? I can't seem to find the cvPlugInPack anywhere except for this download.
This is a fantastic rig, but I'm not able to run it under Maya 2009 64bit. I'm guessing the cvPluginPack does not support Maya 2009 SP1a 64bit.
wow~~~a good work~~~i should use your model to pose a pose with other models and draw it a illustrator~~heh
hey works amazing so far. i would like to know if theres a chance you will release the fur version as seen on your website? it will be amazing :)
Great rig, very comprehensive. I downloaded it a few days ago and I'm enjoying working with it so far. I have one question though, I can't seem to create a batch render. Has anybody else had similar issues? I'd be very interested to hear from you.
Thanks
I can open it up into maya :( i just get the joints and his mouth and eyes, no body or anything, I think im opening wrong, Im new to this thing with 3D animation, can someone tell how i should open it up into maya plz?
Cheers. John
Hey again, it's John again, i put a comment yesterday hehe ^^ i have to ask one thing, How do i like use the Plug-ins? I dont get it plz explain :D If u want u can add me on msn Johnlundblad@live.se whould be really nice with help cuz im really into this thing with animation :D:D
Thank you for the awesome Rig!! I love it. I just finished a project with it. Feel free to check it out at my youtube channel.
http://www.youtube.com/watch?v=5vNaH5ma3Pk
I didn't have much problem with the rig except it wouldn't batch render. So I wrote a short script that allowed me to render straight in the scene. Here it is if anyone is desperate to batch render. Feel free to correct my script to fit for mental ray.
-Wei
// batch renders from start frame to end frame.
// use it when batch render doesn't work.
// make sure you set the render globals
// only renders with software unfortunately.
proc weiBatch(int $startFrame, int $endFrame)
{
int $counter = $startFrame;
currentTime $startFrame;
while($counter <= $endFrame) {
currentTime $counter;
render;
$counter ++;
}
}
Nice work mate, very inspiring.