M.E.C.H.A. (Mechanical Character Assembler) is a toolkit I am building for procedural assembly and rigging of mechanical characters in Houdini, using SOPs and APEX.
When looking at Hard Surface models and workflows in movies for robots and toy mechs, a huge problem was A) the lack of rigging and animation tools to test the movement and motion unless a big effort was made to export back and forth, B) Problems with rigging tools not working with extensive constraints, or needing lots of workarounds, C) the limit of scalability. 10k Parts and the rigging tool in Maya crashes, D) Model-Rigging Workflow is extremely iterative, and change-heavy, which breaks rigs and animations, E) APEX is still very fickle to me and has its usability issues, and the workflow of manually building and binding skeletons was exhausting and with extensive up and downs and back and forth with errors.
The core idea of the toolkit is mimicking real-life Gundam Modelling Kits into a tool to combine a modelling with a rigging workflow for hard surface models. You model with a Kitbash or your own model, and the toolkit handles skeleton building, rig construction, logic, and constraints based on presets.
I am posting here to get eyes on the approach and hear from anyone working in a similar territory.
Included are screenshots and short demo clips to show the current state. And I will split up the tool explanation, workflow and my questions in the following posts to keep these short.
Current results (all of these took me 10-30 minutes, including animation/posing):