Game Development Community

Plan for Jeff Gran

by Jeff Gran · 04/29/2005 (9:43 pm) · 7 comments

This plan is mostly in response to comments posted on my last .plan, but also to spread the news about my auto-rig script and announce the Maya version:

Quote: whats the status of this plugin????
Mario and others: Sorry it's been so long! I know I said "next week-ish" before, but this time I mean it! Since I posted this I've written the Maya version, done some testing with the Associates, and made multiple revisions to try to make it really easy to understand and to use. Among the things I added is a very low-poly, "base" character that I modeled to fit with the default joint positions, as a demonstration of how to set up your character's stance, and also possibly as a base for creating your own character for use with the script. All that is left to be done is some fine tuning with the UI (both versions) and then whatever packaging and documentation is required.


Quote:Let me get this straight.... This is a 3DSMax plugin. You put in all the joints(which is easy to do) and it rigs everything for you(which is difficult to do)?
Chris: Right. You don't even have to put the joints in, really. The script creates them for you and you just move them to where you want them to be. :)

Quote:Well this seems amazing but...I can't afford 3D studio and my trial has long since expired.
Quote:Blender!,Blender!,Blender!
Midhir and Dreamer: I am definitely interested in providing options for the hobbyists and low-budget teams that can't afford Max or Maya. Hopefully I or someone will be able to adapt this tool for Blender... unfortunately I've never used it and don't know the first thing about scripting for it. Is there even a scripting language or would I have to write in C?

#1
04/29/2005 (10:41 pm)
This is looking incredibly useful, assuming you own Max or Maya. :) For your Blender query, Blender uses Python for scripting plug-ins.
#2
04/29/2005 (11:00 pm)
this will be very usefull , maybe you could have a small tutitorial about the maya .cfg files too? (since there very important and i know nothing about them :))
#3
04/29/2005 (11:14 pm)
will you provide a documentation with your plug-in on how to customize this skeleton to fit for non human caracter like mosters or birds or what ever?
#4
04/30/2005 (12:11 am)
yatta !

Christophe
#5
04/30/2005 (10:41 am)
Jeff, can you give any information on when this is going to be released?
#6
05/02/2005 (5:59 pm)
Adam: ASAP. Hopefully this week.

Firas: This script will only generate a bipedal skeleton, in the T pose. The proportions are completely modifiable though, so if you get the arms to work like wings by clever modeling and joint placements, then more power to you. It would be possible to do creative things with it, but that's not really its intended purpose, so I don't know if promoting it off the bat is a good idea.

Chris: That's an interesting request. Isn't there a section about them in the Maya2DTS online Documentation?

Teck: Hm, interesting. I suppose it couldn't hurt to learn some Python... Though I do have other things that I should be working on, which, much to the chagrin of my superiors, I keep putting off to keep working on perfecting this script. :)

The script will be free, and will obviously be open-source, so anyone could potentially pick up the ball and run with a Blender version (hint hint to Blender-savvy community members... I'll provide whatever info you need)
#7
09/03/2005 (4:01 pm)
thanks Jeff , i must have missed that . the show tool pro helped out big time too.