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#1 |
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Location: Ottawa
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Hey all just curious, After spending time and tweaking the rigging setup from Philip's tutorial.... I was wondering if there was a practical way to build some kind of script that will constrain a default rig to any bipedal character....I'm thinking that some kind of tagging and reference points would have to be outlined in the model but since I've never been good with scripting I'm wondering if it's at all feasable..or am I barking up the wrong tree...?
![]() To be honest I don't mind rigging....it's just renaming... it just bugs me.... So if there is a way I can just skip it.... Another cool thing would be to set up the IK within the script...All humans pretty much have the same restrictions in movement so doing it once and tweaking individually would make life alot easier. I've heard of project Messiah but I'm not sure if that does the same thing...
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#2 |
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It's fairly simple to create a script, just run the LScriptCommander and it will record most of what you do.
Then you need to edit it all out which can be difficult if you don't know LScript (it sometimes has bugs too), but I could do that for you if you want.
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#3 |
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hi Kvaalen, This is very interesting to me...I'm a huge photoshop guy and from what you've said it seems like lscripting is very much like the record option in photoshop....cool. Also if this is to work properly I will have to plann the markings or Tabs that wouldmodify the bones accordingly.... This would endup being a layout lscript I guess....so that all the IKis already setup.... wow..this is exciting, but now it's deciding a plan on where to start. Any help you give suggestions would be very appreciated!!!
Thanks, Alley..(Quaoar ![]()
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support bacteria, it's the only culture some people have. Gtalk: alistairster@gtalk.com MSN: billybobjimbo12@hotmail.com WorldofWarcraft- Dragonmaw Server:Alliance |
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#4 |
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Join Date: Jan 2003
Location: Reno,Nevada
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quaoar check this out
![]() ![]() http://www.pazur.3d.pl/AutoCharSetup/index.html http://acs.polas.net/acs/
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#5 |
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Quaoar: I'm not sure what you mean by "plann the markings or Tabs that wouldmodify the bones accordingly", just open up LScriptCommander (Under the LScript Tab in Layout), and experamint, to see what it can record.
What you should do is create the basic skelegons in modeler first and make sure you have everything in one layer (so that it won't cause problems with name selections), then take it to Layout, run LScript Commander and try to use as least amount of plugins as possible. The funny thing is that I was also thinking of doing something of the sort when I get the time, and when I saw your post I was surprised! I think it'll be great if there were many such scripts available with different kinds of rigs. If you want any help, or don't understand something, just PM me, email me or post it herem and I'll be glad to help. Johnny9ball: Those are cool, but I never really liked the rig of ACS3, so I've never tried 4.
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#6 |
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Join Date: Jan 2003
Location: Los Angeles
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Heres a plugin I would HIGHLY recommend. Its call Orthopedics for Lightwave and its the closest thing to Messiahs setup mode in Layout. I never use skelegons anymore and this plugin brings all the functionality of skelegons into layout. I simply draw bones in layout without any of the hassles of bank handles and worrying about which viewport I drew skelegons in. The plugin allows you to edit joints, split and fuse bones, copy and mirror heirarchies, rename bones, parent and unparent in various ways. Best of all you can totally rig in layout and tweak the bones instead of jumping back and forth between modeler and layout. Its now very easy to reuse rigs with this plugin and best of all its only $65 bucks. http://www.irrationalnumber.com
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#7 |
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Cool... thanks guys!!!
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support bacteria, it's the only culture some people have. Gtalk: alistairster@gtalk.com MSN: billybobjimbo12@hotmail.com WorldofWarcraft- Dragonmaw Server:Alliance |
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