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AutoRig process for static assets #117

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Stonegrund opened this issue May 3, 2017 · 1 comment
Open

AutoRig process for static assets #117

Stonegrund opened this issue May 3, 2017 · 1 comment
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@Stonegrund
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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 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! 👍

@mottosso
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mottosso commented May 3, 2017

Thanks @stoneground!

antirotor pushed a commit to antirotor/core that referenced this issue Apr 3, 2020
…me-range-handles

Feature/maya reset frame range handles
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