Hey Hoop
-The price is still a little fuzzy but it's looking like $150 with an introductory price of $120.
-Yep, it'll be Mac Compatible. (Nice feature of LScript!)
-I'm not sure how to answer your rigs question, so I'll try to explain it this way:
A rig file is very much like an LScript Commander Macro. With Maestro, you get the rig we demonstrated at the video. So you'll get a set of skelegons + the rig file to do the work on them to support the features you saw in the video. You can apply that to any character so long as they have the skelegons we provided. (Although, I should mention, there's nothing particularly special about those skelegons other than they have names the script is looking for. You wouldn't run into any trouble if you made your own skels with the same name.) Down the road, we'll provide more rigs. (Also, there's nothing preventing others from generating their own rigs and making them available.)
Creating a rig file is much like using LScript Commander. Let's say you created your own skeleton with IK settings on it. If you were to have LScript Commander open while setting it up, you'd see the commands there to do it. Technically you could copy and paste that into a rig file, execute it with AutoRig, and it'd work! We go a little deeper, though. We've expanded on LSC's capabilities to make rigging friendlier. For example, we created a feature that allows you to create a Null with Item Shape applied and configured. (LSC doesn't provide that...) We've done some really cool stuff there.
The real neat thing about this approach is that anything can be rigged, not just characters. I could see somebody rigging a bunch of cars this way. Just make the pieces, run the script, and you get a car with steerable wheels, controllers for the windows, and reclining seats.
Does that answer your questions about rigging?
- Weight Maps? We made the rig to require as few as possible. However, there's nothing stopping you from using your own. If you were to go into skelegon tree and assign weight maps, it'd work just like using ordinary skelegons in modeler. The nice thing about these skelegons is that the script is only reacting to their names. There's no hidden data or anything in them. So if you wanted to assign weight maps, etc, you'd be fine.
Proton's Ninja has only 3 weight maps in the video. One for his head, and one for each eye. Everything is is simple bone deformation.
Hope that helps!
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Maestro -- Character Rigging and Animation plugin for Lightwave. ( MAESTRO DEMO available for download.)
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