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A modeler done with an asset should be able to publish approved static asset as with a basic simple rig.
Motivation
Speed up asset dressing from modeling to rigging for the animators and layoutArtists/set-dressers. Suggestion: Only for static assets.
Suggested idea of solution
There are couple of actions that are repeated each time creating an asset. Perhaps creating a rig scene as a preset with some sort of nulls with information of how to handle a modelDefault asset.
ex.
[press_button]Riggify
1.In the background the scripts opens a maya rigging scene that is prepared as a riggifyPresetScene.
2.Imports the modelDefault for the asset. The script should know from the asset name your are in modeling-scene which modelDefault to import.
3.After import the script does a Mindbender->Rigging->Clone(Special)
4.Does the necessary steps for rigging @CalleHalldin can clarify more specific steps.
But it includes, constraining, putting controllers and meshes in their SET's, ROOT and rigDefault_SET.
issue #105 sounds similar to this in my opinion, noice! 👍
The text was updated successfully, but these errors were encountered:
Goal
A modeler done with an asset should be able to publish approved static asset as with a basic simple rig.
Motivation
Speed up asset dressing from modeling to rigging for the animators and layoutArtists/set-dressers. Suggestion: Only for static assets.
Suggested idea of solution
There are couple of actions that are repeated each time creating an asset. Perhaps creating a rig scene as a preset with some sort of nulls with information of how to handle a modelDefault asset.
ex.
[press_button]Riggify
1.In the background the scripts opens a maya rigging scene that is prepared as a riggifyPresetScene.
2.Imports the
modelDefault
for the asset. The script should know from the asset name your are in modeling-scene whichmodelDefault
to import.3.After import the script does a
Mindbender->Rigging->Clone(Special)
4.Does the necessary steps for rigging @CalleHalldin can clarify more specific steps.
But it includes, constraining, putting controllers and meshes in their SET's, ROOT and rigDefault_SET.
issue #105 sounds similar to this in my opinion, noice! 👍
The text was updated successfully, but these errors were encountered: