Game Development Community

AutoRig: Biped: KORK

by Rex · in Artist Corner · 04/15/2008 (9:46 am) · 2 replies

Just finished an interpolation of the QuadraPed AutoRig tutorial using the KORK geometry, in a Tpose. I have been viewing and attempting this for about a week. The video is pretty good at describing the workflow, but the capture program cut off some scrolling dialog information and the author's verbal descriptions don't quite sync with the HD UI....not surprised; program is in flux at present.

I'm a total novice at this program, all I can say is, "...My word, what tools!"

Even with stumbling around, I managed to interpolate enough to finish the outlined steps. I have never weighted a mesh faster. In the span of a little over 2 hrs. this morning; I managed to basically reweight good ole KORKie from top to bottom.

I Imported an FBX file with the welded mesh and a material and one single bone. Worked from there, following the video tutorials provided, and began careful observation of how the author worked the program. I learned some stuf indeed.

I've not exported this shape to dts yet, that will be an exciting time, to see what appears from all these rigging elements; I have an idea...we'll see.

I'm envisioning a monstrous rigged shape, with probably 3 separate chain systems. The autoRig element, the animationRig element and the deformationRig element...


...more later, been busy!

I had to get KORK in a Tpose, to help autoRig along; perhaps if this works well enough, I will pass along the mesh to allow others to get the flow down. Don't have any hosting space myself, BrokeAssGames.com might be able to host, I'll have to look into this.

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
04/17/2008 (5:17 pm)
I can't believe how hard you have hit this beta. Thanks for all the hard work! Feel free to pass me along the file and I will host it.
#2
05/16/2008 (11:11 am)
This is the result of my last Auto Rig character Render to DTS from Houdini: There are two images; the first is the tree view of the exported hierarchy, the second is a 3D perspective shot of the same data.


www.brokeassgames.com/images/AutoRig_treeView.png
www.brokeassgames.com/images/AutoRig_noChain.png

It may be hard to discern from the 3D perspective view, but the node/null markers are unconnected or unparented from each other and are all leafs of the generic entire shape. There is some parenting happening, but not to the degree of assemblilng a skeletal structure. It is a collection of nodes/nulls, each with it's animation keyframe data, so that if there was animation within the shape, it would run 'normally'. IE, the mesh would deform along the nulls driving the deform, this is all well and good and expected.

What this schema does is not allow for any TGE engine code[as we now know it] to procedurally grab a node and give it some data and have it move and drive it's children/leafs along the motion. Uses for this are such as a physics integration into the engine, which will want to see a 'chain'/skeleton structure to manipulate.

Leaving this structure unchained, as it were, will not allow this to happen. All other exports of the format, build a chained, hierarchy structure. The Auto Rig toolset needs some help along the way to producing the chain we need to have. Is it possible for some SideFX assistance in locating the innards of the Auto Rig toolset that perhaps will allow this to happen.

Thanks, hope my images and text explain this well enough.