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Does anybody here rig?

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Thread replies: 87
Thread images: 17

Does anybody here rig?
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yes. why?
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I want to see what people here can do
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>>515421
Ever seen "Mars Needs Moms?". Yeah, thats me.
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>>515423
i have luckily managed not to
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Yes, we're all animators and riggers who work at Disney.
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Does anyone have any good free rigs? I wanna do something for that 11secondclub thing but I'm having trouble finding rigs.
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test
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>>515596
the most common are on the site
do not use school rigs, they're really not joking about those
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>>515636
You mean those gay alien looking animation mentor rigs for gay maya?
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>>515415
>not going full FK except for the feet

Super complex rigs are overblown, clunky pieces of shit. There's nothing you can't do with direct bone control and shape keys.
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Started rigging recently. Plan on making a patreon and making porn as a side business.

Actually making a waifu simulator right now because weeabs will eat that shit up.
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>>515661
I use ik on hands 90% of the time I find it easier to control
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>>515682
Nobody rigs an arm/hand without IK.
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>>515661
>Excavators are overblown, clunky pieces of shit. There's nothing you can't do with common shovel.
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>>515661
>CG animation is an overblown, clunky piece of shit. There's nothing you can't do with a pencil and a camera
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Yeah, it's really not that hard to do once you figure out the ins and outs of rigging. The most tedious parts is weight painting.
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>>516021
that depends. sometimes you need to know a little bit of coding to do things right. but basic rigging, of course, is pretty simple.
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>>515784
>>516013
m8, excavators and CG make things more simple for whoever operates them. Rigs with 500 IK constraints have the exact opposite effect if you're doing serious animation.
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Blender rigger.

>>515424
Ha. Win.

>>515423
Terrible movie, good CGI work. And I mean CGI, the art direction itself is terrible along with almost everything else in that work. Good on you though mate.
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I want to learn face rigging in 3DS max. What's a good resource for this? I've seen Paul Neale's tutorials thrown around, is this still relevant or is it outdated?
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>>516031
>m8, excavators and CG make things more simple for whoever operates them. Rigs with 500 IK constraints have the exact opposite effect if you're doing serious animation.
Looks like you're not describing a complicated rig but rather a stupid one. Advanced rigs can be user friendly too.
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>>516088
Paul Neal is always relevant. Even his most basic and dated tuts are a great fondation for rigging in 3ds max
However for the specifics you'll have to watch maya tuts and translate that into max.
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>>516094
> you'll have to watch maya tuts and translate that into max

Or just rig in Maya like a sane person.
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How would you rig something like a mechanical arm?

Not talking about wew robot shit, but normal mechanical joints like the ones seen in VESA monitor mounts.

Pic related. The blue highlighted object moves independently of the white highlighted object. Thing is, they're both a part of the same "bone" on the arm.
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I have a stupid question for you guys out there who have experience with rigs.
I'm trying to add additional controllers to skeleton some other guys built previously. Area of my shenanigans is 5 tail-bone hierarchy.
As seen from schematic view, controllers and skeleton have separate hierarchy but they still somehow control bones. Breaking skeleton hierarchy is a no-no since it fucks all shit up so I can't just link bone to controller.
How did they managed to link them? They work almost perfectly and I would still happily animate without even worrying about rigging... until I needed extra control over tail bones.
Position constraints produce funny results, bones act weird(detach from parent bone and even disappear).
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>>516163
never rig or animate in max
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>>515415
I rig things all day and all night and I drink a lot of booze to deal with it being the only thing in my life.
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>>516175
>>516108
be a faggot somewhere else please
>>516163
you can enable differents type of influences in the schematic view, not just parent, and see what technique is used. My guess would be constraints/instanced controllers, difficult to say with so few informations
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>>516111
Do you have to have bones? Just use grouping and align one of the axes for the sliding arm part.

You can still constrain the parts to control handles and lock the axes that dont need to move
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>>516175
There are no community-made rigs for maya present(as you already know I am nub in rigging), also last time I checked export\import to make it work with engine was pain in the ass and it didn't even worked with animation.
>>516179
Aha! That clarified it a bit, thank you, I now see various types of constraints here, both position and orientation and float reactions on IK swivels and FK rotations. Also param wires for ik\fk blends, guess I'll have to replicate most similar relationship
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>>516197
>There are no community-made rigs for maya present(as you already know I am nub in rigging), also last time I checked export\import to make it work with engine was pain in the ass and it didn't even worked with animation.
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>>515661
Son i think youre forgetting how much hands need to plant in animation. Using FK to animate a planted hand is like trying to eat rice with one chopstick, its retarded and counterproductive
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>>516175
>tfw the studio youre applying for only animates in 3dsmax with biped rigs
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>>516260
>animates in 3dsmax
nothing wrong with that
>with biped rigs
oh i'm sorry bro
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Where's a good place to start for Maya rigging?
I'm coming from Max from using Wire Parameters and Reaction Manager and fucking everything up.
Any bad habits I should look out for in Maya?
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>>516186
Whatever's simplest.
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For some reason I really really like rigging. Still fresh learning it but Im having fun. Where can I find some good rigging tutorials?
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I've done an internship 5 months almost exclusively rigging.

The thing I appreciate the most is you can rig almost ANYTHING.
Most people think of characters but stuff like escalators, trains, clothing, clocks can be rigged.

Stop thinking of rigging exclusively as a skeleton.The only reason that mindset exists is because joints need to be at a anatomical location in characters to deform right. But do you have bones in your face? (except jaw) No, but we still use joints for facial expressions.

You don't have to always put joints in a hierarchy either.
It sounds cliche but think outside of the box. If you have only a little bit of mechanical insight most machine rigs are easy to build.

The best insight for starting riggers is to use a good constraint system. Make sure every control is inside a group so that superior controls can contsrain that group. If anyone is interrested I could make a small .png explaining some stuff.
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>>516934
yes please. I've been trying to get constraints to work for the longest fucking time in blender for a mech I'm working on, but I can never ever do it right, and I dont know what's wrong.
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Any good tutorials on rigging out there?
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>>516934
>If anyone is interrested I could make a small .png explaining some stuff
I'm VERY interested!
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>>516934

yes pls
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>>516197
>There are no community-made rigs
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>>516455
When weight painting in maya, don't use the multicoloured weight display setting. Your model will look like a rainbow vomited all over it and it'll be impossible to actual tell weight values.
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>>517299
This. Also make sure to install ngSkintool, will save your ass in many ways, making your painful learning slightly less complicated (it will still be hard as fuck when ur a n00b)
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>>516657
just use parent constraints or grouping, bones for mechanical things is mostly unnecessary
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>>515415
Rigging is easy. Skinning is the problem.
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>>516259
>>515684
>>515682
This, I rigged a character with only FK arms, got sick and tired of reverse animating and did an FK/Ik switch and ended up only using IK
Fk is good for arcs such as walk cycles or if a character is handling a one handed object, but most else needs IK for a convincing result
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>>517339
You can teach anyone pretty much all there is to know about making a proper skin bind in a week.
But teaching em all there is to know about rigging would take multiple years.
Just having enough background in animation to allow you to understand what separates a good and a bad rig will take years to amass.
Rigging is a very deep and dark art since you can only master it after becoming a highly proficient animator yourself.
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>>519356
>But teaching em all there is to know about rigging would take multiple years.
nope. Rigging is noob tier
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So what are the best resources for starting to learn how to become a literal pro at rigging? I've dabbled with character rigging a bit but I can't really shake the feeling that I don't know what the fuck I'm doing and that really puts a damper on my motivation to learn.

Are there any really good websites or tutorial series (preferably free) to learn from? Are there like industry standard methods of rigging say a character or something? Are there general rules to follow or anything like that?

Not sure how much it differs from program to program, but I think I may be able to translate whatever into whatever program I use.
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>>519399
there are plenty of ressources to learn the basics and more advanced stuff, but to be up to date with industry standards there's no choice but working at a (good) studio and following blogs of people/companies doing rnd
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>>519407
>actually believing this
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>>519399
Higher level rigging is all done trough scripts as this gives you finger tip control of exactly how your custom constraints and systems works.
Because it requires a lot of prior knowledge you can't really make tutorials on it since your audience becomes extremely small and all the guys that understand what you're talking about
is probably already riggers or software developers themselves. As >>519407 says it's about following other peoples blogs, reading forum posts where they discuss methods and ideas and so on.

A solid foundation in vector mathematics and a good understanding of how to work with quaternions is the high entry bar that excludes most artists from partaking.
You need to be a programmer/artist cross-class kinda person to venture into advanced rigging techniques.

If you wanna learn something like this, start coding and learn to make various simple constraints from scratch.
Once you know how to write your own position, look-at, IK-chain etc you'll be very liberated in being able to make any custom system you can dream up.
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I got a model from Overwatch so I could learn to rig in Blender. I've been using this tutorial, working pretty well so far, apart from the fact I'm using automatic skinning so there are a few weird deformation. Arms and legs can switch between FK and IK.

I'm rigging the face tonight, any good resources regarding bone-based facial rigs?
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>>519423
meant that tutorial: http://www.cgmasters.net/training-dvds/character-creation-rigging/
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that shit is taking forever, why are faces so complicated?
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>>516163
jesus christ, just look at that fucking thing!

>>519423
>>519457
looking good.
i used to do bone based facial rigs by hand, and haven't done any in years, but at a glance yours and the face rig in the pitchipoy biped for rigify are pretty much what i used to do.
non deforming controller bones strung with a web of deforming stretch-to bones, and a ring of static bones around the rim of the face to create a border for automatic weighting.
when they finally get this new dependency graph functional, let alone the nodes system lukas tonne is working on, this kind of stuff should become a lot easier and less brittle.
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>>515415
I'm a rigger
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>>519561
I wish I could find a tutorial on those things though, I've kinda been winging it. I'd like something with less bones than the pitchipoy one, that'd be more fit for real time use. the rigs I've seen, for example in the last of us character model video, don't have the rings at all, though I got the idea from that blender rigging dvd (that used it for the eyes).

for now the mouth works super well with automatic weights but I'm gonna have to paint the other bits and I'm a beginner for that, and can't quite figure out a good weight painting workflow for blender yet.
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>>519945
well, though maybe I just don't know what I'm talking about and should reproduce the pitchipoy one
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>>519945
i don't know about the last of us specifically, but facial rigs are pretty advanced in aaa games these days
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>>519965
you're right

Starting adding pitchpoy-like bones and already this is deforming well without touch-ups
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I am building a (basic) custom rig in C4d despite knowing that rigging a character in Cinema is not the best way to do it, but since its my main 3D app i gave it a try.
The Rig is 99% finished and i learned much about the process while doing it, but i also know now why Cinema has a bad reputation when it comes to CA.
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>Rigging in anything but Maya
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Alright, any of you guys know which of the main methods of facial rigging, I'm trying to make extremely stylized/cartoony faces that have huge eyes and are expressive. Some characters will have eyes that, ideally, would change shape based on circumstance (tall oval shaped eyes turning to "x" shapes, that > squinty type look, etc.)

How should I handle faces like that?
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>>520302
texture swapping
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>>520302
depending on the style, this >>520304, or geometry swapping, or anything you can think of
there are many ways to do it, it's time for you to be creative.
But if it for a 2d style rendering, texturing swapping is probably the way to go
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>>520304
>>520307
I'm personally not too sure about these methods, I think stuff could easily be lost in translation, and won't feel fluid or expressive enough.

The style of animation/rigging in this video is sort of what I'm aiming for
https://www.youtube.com/watch?v=OxPyN6IK1tM
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>>520308
that "style" is awful and you should feel ashamed for liking that
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>>520309
By all means, show me what sort of style I should work with, then.
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>>520311
work with whatever style YOU want
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>>520309
david o'reilly is based and his style is amazing
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>>520308
this is very straightforward then
some rigs of this very short film are officially freely downloadable, get them and study them
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>>520316
with link: http://blog.davidoreilly.com/post/45930207387/extw-rigs
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Guys! If you tell me a good tutorial for facial rigging with bones instead of blendshapes then I will post this picture without the stars on /ic/. Deal?
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>>520424

Dude, you need to do something about the way that shoulder is deforming.
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>>520424
Holy shit, finally seeing the work of Alioto in high-fidelity after ~6 years made me puke a little. It was well worth the wait, because I must be into sickening stuff seeing how I keep coming back here.
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Does anyone here have experience using the Animation and Rigging tools from Epic?
I'm working on rigging and animating a character I made for UE4 and I'm wondering if it's the right choice or if I should just make a custom skeleton.
In case if anyone needs to know, I'm rigging a biped model.
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Started experimenting with upgrading to a stretchy limb rig, it's pretty funny to play with
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>>522678
Mind sharing the D.va model on dropbox or something anon? I've been trying to find it but all I can find are nude versions. Also I don't even own Overwatch so I can't rip it myself.
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>>515596
Malcolm is pretty cool. I like Morpheus too but Malcolm is great for facial expression
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>>522604

Stay away from it unless you're using Maya 2014

It has a tendency to crash, corrupt files and generally misbehave on newer versions.

My advice is to use Advance Skeleton. It offers pretty much the same functions and is also free.
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>>522713

http://fatalitysonic2.deviantart.com/art/Overwatch-D-Va-Default-Meshmod-593358343

This is where I got mine. You'll probably need to enable the xnalara importer on your 3d program of choice to load the model in.
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>>522874
neat.
what kind of controls setup did you go with for the face? done any expressions tests?
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>>522874
is this not a blue board
Thread posts: 87
Thread images: 17


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