Monday, June 4, 2012
Rigging Reel
Kyle Mistlin-Rude Rigging Demo 2012 from kyleMR on Vimeo.
These are a few of the things I've been working on in the past couple of weeks. I'm currently also developing a modular auto-rigging setup, and there's another rig or two coming down the pipeline, so expect to see some more updates soon!
A few notes on the utilities/scripts I wrote:
SpareParts: Rig Utilities:
Fk/Ik matching is handled using metaNodes and a total of 3 functions, and the setup could conceivably be reworked into an even more generic framework. As it is right now, one function handles getting the selection and connecting to the metaNode, which in turn connects to rig components involved in the fk/ik switching process. The other two functions take care of fk to ik switching and vice versa. Any hinge jointed limb with a similar blending setup would work with these functions, allowing for a lot of functionality with very limited script. There's also an option to set keys to 'bake' the blend state and controller positions.
Space switching is handled using a similar node system, and the same set keys option is available for baking the parent space state.
Baking animation from the control rig to the bind rig, as well as rig export will also be handled by this script, but at the time of this reel, it was not implemented in the UI. (I had yet to get my hands on the final character model and do some engine tests, and I didn't want to distribute an untested script to the animators.)
The UI updates based on the current selection, so that only the options that apply to the selected control are available to the user. For instance, any selecting any control on one of the arms will allow the user to switch fk/ik state, but if any other control is selected, the button will be disabled. The same goes for the space switching and export panels.
mr Motion Trails:
This is a handy tool for animators tracking arcs. It uses Maya's built in motionTrails, but in a hierarchy independent of the animated control. This way, the point from which the trail is generated can be moved. In the example on the reel, I created a trail on the head control, which by default tracks an arc from the pivot point of the head joint. I then re-position the trail to draw from the tip of the character's nose, so the trail picks up head rotation and gives me a nice arc. In addition, the user can choose to add spacing markers to the trail, in order to better see slow-ins and slow-outs. The interface also gives the user an easy way of editing trail parameters, as well as removing the trails from the scene. The trails are not selectable in the viewport, so they don't interfere with animation control selection.
The script was written using pyMel, which seems to lack support for certain motionTrail nodes, causing errors whenever they are cast into PyNodes and variables. Finding a workaround to this was a fun challenge, since I needed to be able to access those nodes in order to edit their settings on the fly via the tool. I'm planning a future update for the script which will move away from Maya's motion trails and instead utilize a system of my own. I'll also include support for user selected colors and more display options.
Wednesday, May 23, 2012
FK IK matching with a node network
Lately I've been exploring some of the applications of metanodes in rigging, and I came up with this setup for fk/ik matching. Using nodes to connect to the components of the arm rig allows me to run a very compact matching script with essentially no redundant code, and I can switch states with any control in the arm selected. The best part is, the node connections are direct, so the script will still work even if parts of the rig are renamed or the rig is referenced. This sort of setup will work across any limb that is set up similarly, so even if you have a rig with four (or more!) arms, the same script will work for any of them. I'm looking forward to figuring out even more uses for metanode networks.
Tuesday, May 22, 2012
Almost done
Here's a little preview of something I'm wrapping up. This is the foot setup for the character rig I'm working on for the Frogasaurus Mech team's game. The rig is in the final stages of completion, and I'm preparing to write some ik/fk matching and export utilities.
Wednesday, May 2, 2012
Zbrush Final
Been working on these two projects for quite some time now. Finals are done with now, so it's time to lay these to rest and get a move on my other projects.
The first project was a human character in the style of an existing video game, in this case, it's Assassins Creed 2.
The second character was a quadrupedal creature that was either domesticated by humans, or fought them.
I chose to make a giant lizard that carries a barge across the desert.
Tuesday, May 1, 2012
mr_motionTrail
Finished up a python script I've been writing for Maya. It extends the functionality of Maya's built in motion trails to track the motion and spacing of animated controls from any point--you can easily track arcs on a character's nose, fingers, props, etc. It also keeps track of the trails in the scene and allows the user to edit the settings of existing trails.
Thursday, March 29, 2012
An awful lot of running.
See Joe Run. Run, Joe, Run! from kyleMR on Vimeo.
Playin' around with this little goober. Joe Rig made by Michel Urbanek.
Wednesday, February 29, 2012
Hard Surface Workflow
Progress so far on the high poly:

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