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http://imgur.com/oDFxK0X
Not the BESt rig, but it will allow you to pose into an approximate postion then you can manually pose from there using bone rotations.
Would you mind sending me the script maybe? Or just show the stuff to put in the auto-rigger?
For example, this horse has 6 or 7 bones that make up the legs, I used the first 4, so the foot driver is actually ends up in the knee caps. So you use that to drive the upper legs then use the regular bones to rotate the bottoms and hooves. But other than that, not too shabby.
So here is the Auto_Rig setup
http://i.imgur.com/F380Nql.png
And the resulting Rig
http://i.imgur.com/SBXM5A7.png
and the rig if you tweak the neck bones...
http://i.imgur.com/oDFxK0X.png
But for the tweaking of the neck, I guess you work directly in the .py file? What do you have to change there?
#================================================================
# Find the dag nodes for all of the bones in the model which will be used by the script
#==================================================================
----->8 Snipped 8<-----
boneSpine2 = sfmUtils.FindFirstDag( [ "SK_spine_3" ], True )
boneSpine3 = sfmUtils.FindFirstDag( [ "SK_spine_4" ], True )
boneNeck = sfmUtils.FindFirstDag( [ "SK_neck" ], True )
boneNeck_1 = sfmUtils.FindFirstDag( [ "SK_neck_1" ], True )
boneNeck_2 = sfmUtils.FindFirstDag( [ "SK_neck_2" ], True )
boneHead = sfmUtils.FindFirstDag( [ "SK_head" ], True )
----->8 Snipped 8<-----
#==================================================================
# Create the rig handles and constrain them to existing bones
#==================================================================
----->8 Snipped 8<-----
rigSpine2 = sfmUtils.CreateConstrainedHandle( "rig_spine_2", boneSpine2, bCreateControls=False )
rigChest = sfmUtils.CreateConstrainedHandle( "rig_chest", boneSpine3, bCreateControls=False )
rigNeck = sfmUtils.CreateConstrainedHandle( "rig_neck", boneNeck, bCreateControls=False )
rigNeck_1 = sfmUtils.CreateConstrainedHandle( "rig_neck_1", boneNeck_1, bCreateControls=False )
rigNeck_2 = sfmUtils.CreateConstrainedHandle( "rig_neck_2", boneNeck_2, bCreateControls=False )
rigHead = sfmUtils.CreateConstrainedHandle( "rig_head", boneHead, bCreateControls=False )
----->8 Snipped 8<-----
# Create a list of all of the rig dags
allRigHandles = [ rigRoot, rigPelvis, rigSpine0, rigSpine1, rigSpine2, rigChest, rigNeck, rigNeck_1, rigNeck_2, rigHead,
rigCollarR, rigElbowR, rigHandR, rigKneeR, rigFootR, rigToeR,
rigCollarL, rigElbowL, rigHandL, rigKneeL, rigFootL, rigToeL];
#==================================================================
# Build the rig handle hierarchy
#==================================================================
----->8 Snipped 8<-----
sfmUtils.ParentMaintainWorld( rigNeck, rigChest )
sfmUtils.ParentMaintainWorld( rigNeck_1, rigNeck )
sfmUtils.ParentMaintainWorld( rigNeck_2, rigNeck_1 )
sfmUtils.ParentMaintainWorld( rigHead, rigNeck_2 )
----->8 Snipped 8<-----
#==================================================================
# Create constraints to drive the bone transforms using the rig handles
#==================================================================
# The following bones are simply constrained directly to a rig handle
----->8 Snipped 8<-----
sfmUtils.CreatePointOrientConstraint( rigSpine2, boneSpine2 )
sfmUtils.CreatePointOrientConstraint( rigChest, boneSpine3 )
sfmUtils.CreatePointOrientConstraint( rigNeck, boneNeck )
sfmUtils.CreatePointOrientConstraint( rigNeck_1, boneNeck_1 )
sfmUtils.CreatePointOrientConstraint( rigNeck_2, boneNeck_2 )
sfmUtils.CreatePointOrientConstraint( rigHead, boneHead )
----->8 Snipped 8<-----
I also had to add then to the common\SourceFilmmaker\game\platform\cfg\sfm_defaultanimationgroups.txt file.
"RigBody"
{
//horse1
"control" "SK_root"
"control" "SK_spine_1"
"control" "SK_spine_2"
"control" "SK_spine_3"
"control" "SK_spine_4"
"control" "SK_neck"
"control" "SK_neck_1"
"control" "SK_neck_2"
"control" "SK_head"
----->8 snipped 8<-----
and
"Body"
{
//horse1
"control" "SK_root"
"control" "SK_spine_1"
"control" "SK_spine_2"
"control" "SK_spine_3"
"control" "SK_spine_4"
"control" "SK_neck"
"control" "SK_neck_1"
"control" "SK_neck_2"
"control" "SK_head"
----->8 snipped 8<-----
screwy kinetics? guessing? you could add
real quick stupid of me... X)