Maya Rigging Tools Reel 2016

As most of you already know, during the last months I have been studying Rigging and Tools developing in Maya full-time. This is the result. There are several Rigs and Tools that haven’t been included in this Demo. Nevertheless, I will try to post about them as soon as possible. Enjoy ^^.

Click as much as you want!! It does nothing!!

3D Studio Max Skinning Tool inside Maya

When i started rigging in Maya, i found the way of weighting, using mainly painting tools, a little weird in some cases. It was quite annoying to weight some vertices in fast and accurate way. So i decided to develop a tool that emulates the weigting tool that is available in 3D Studio Max.

Using this tool, it is quite easy to set, scale, add or substract a small amount of influences from a pool of vertices with just a couple of mouse clicks. I found it astonishingly fast weighting fingers, lips, eyelids, and generally, places where i want the weight to be decreasing following loops or rings.

mnWeightTool

It has been developed using Python and PySide with custom Widgets ( for every row in the list of joint influences ). I have also added the possibility of Live Update the scene while user modifies influences using sliders shown in the picture, thought this option might become slow depending on the number of vertices being modified.

Anyone interested in using it, just give me a little whistle!!

^^

 

mnAtlasGenerator

Hi all:

After a long time with no post, i show you all a new program i have been working on for the last 3 weeks. As the name of the post says, its an atlas generator for Presagis Creator, a 3D software focused in the 3D simulation field.

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skinning and vertex filter in Blender

Last week, surfing to blenderartists.org forums, i have found some post speaking about influences of bones within Blender, and the way to limit them to a specific maximum number. This need is mainly due to the limits that some engines has: in this case, bone influences per vertex.
Some time ago i had the same problem exporting some characters to an external engine, and i wrote this little script to solve the problem.

The behavoir of the script is very simple. You can define the maximum number of weights modifying the global variable WEIGHT_MAX. You have to select the Mesh to be processed and execute the script. After the process, you are going to get the same number of influences in your vertex, but the influences with less weight would be set to 0,0. It doesn’t remove them. Then you’d have to apply the ‘Clean’ and ‘Normalize All’ inside Blender.

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skinning and vertex groups normalizing in Blender

The last weeks, i have been skinning some characters inside Blender 3D. In order to do it correctly, i’ve created some ‘vertex group’, that i use along with the ‘mask’ modifier to hide some parts of the mesh. it makes the job easier.

After skinning, i exported characters to display in a game engine, and therein lies the problem. The normalizing of the influences is not correct. In Blender, ‘vertex group’ that we use with ‘armature’, they mix with all ‘vertex group’ we create to do something else, so, when we normalize the influence, Blender takes this ‘vertex group’ in account, and the calculation is incorrect. The consecuence of this is simply a bad deformation inside the external game engine.

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