Hi,
Free Basic Dino Rig (its a simple rig)
walk preview http://s1.video.blip.tv/1020003649504/Magicfx-houdiniWalkRig196.avi [s1.video.blip.tv]
Rig preview http://s1.video.blip.tv/1030003649528/Magicfx-houdiniRiggingPreview443.avi [s1.video.blip.tv]
file download ( http://anim3d.de.tl/Houdini-Tutos.htm [anim3d.de.tl] )
Beny's Free Rig
8578 9 3- benytone
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- josh3light
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- old_school
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- benytone
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jeffSorry, my homepage is very slow since 2 days… download link CGTalK
I checked your web site, no rig yet…
http://forums.cgsociety.org/showthread.php?p=5172784#post5172784 [forums.cgsociety.org]
- benytone
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- Simon
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- jrgauthier
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Hey Benytone,
I just started to play around with your rig to look what it was like.
I actually have a few comments and suggestions about it. I'm not a rigging god, but I've used a couple of rigs in my life…
1- You should totally do a digital asset with it to give a control panel to the user…I guess that was probably in your plans anyway
2- You should lock attributes that don't need to be animated or used.
exemple: controllers like “bicep_R” should have scaling and rotation locked.
3- You should have a the neck(aka “spine3”) rotation control.
4-You should also have arms up vectors for rotations of the elbow.
5-Lots of animators like to have FK arms, any plans to had a ik/fk switch?
Also those Ik arms controllers, they should probably be contrained to the “body_tail_rotator”. Actually you back controls should be constrained to it as well.
Ok that's it for now.
This said, I don't know if this was intended to be a finished rig, maybe you got all those figured out already, but, those are a couple of suggestions and I hope they might help…
Cheers, it's always interesting to see people interested by rigs!
I just started to play around with your rig to look what it was like.
I actually have a few comments and suggestions about it. I'm not a rigging god, but I've used a couple of rigs in my life…
1- You should totally do a digital asset with it to give a control panel to the user…I guess that was probably in your plans anyway
2- You should lock attributes that don't need to be animated or used.
exemple: controllers like “bicep_R” should have scaling and rotation locked.
3- You should have a the neck(aka “spine3”) rotation control.
4-You should also have arms up vectors for rotations of the elbow.
5-Lots of animators like to have FK arms, any plans to had a ik/fk switch?
Also those Ik arms controllers, they should probably be contrained to the “body_tail_rotator”. Actually you back controls should be constrained to it as well.
Ok that's it for now.
This said, I don't know if this was intended to be a finished rig, maybe you got all those figured out already, but, those are a couple of suggestions and I hope they might help…
Cheers, it's always interesting to see people interested by rigs!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
- benytone
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- benytone
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simple squash and stretch bone
Preview Download: http://s11.video.blip.tv/1760003648877/Magicfx-squashAndStretchBone856.avi [s11.video.blip.tv]
File Download: www.anim3d.de.tl
Preview Download: http://s11.video.blip.tv/1760003648877/Magicfx-squashAndStretchBone856.avi [s11.video.blip.tv]
File Download: www.anim3d.de.tl
- symek
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