Hi all:

Last weekend while navigating through a couple of prop rigs i did some time ago, i realized that wherever i need to make an object auto-rotate properly, i use expressions all the time in order do the math stuff. For instance, storing previous world space positions and previous rotations. So finally i decided to spend my saturday morning developing a custom node to do the job.

Here is the result:

autoRotate is a C++ custom Autodesk Maya MPxNode that calculates the rotation in degrees based on world space delta movement, radius, global scale and movement axis.
Although simple i found out that it is really useful in several situations as the ones shown in the examples. Moreover, it simplifies the setup and avoid the use of expressions.

Hope you like it!!

some works

Some months ago i finished an online course about ‘Advanced Rigging’ in Animum 3D School. I have to be greatful to Iker J. de los Mozos, the teacher, because his patient and perseverance. I’ve learned a lot of things, and i continue learning now.

The following video was made in the half of the course. I show a complete human rig, foot-roll, bone based deformations and some 3d models. There are still several things we did in course to show: bone based facial rig, morph based facial rig, improvements in deformation via skin-morphs, mechanic rig …

bb ^^