lc Rig Builder
 

lc Rig Builder: interface to date

 
  A much more detailed description of this UI will come.  However, it is only about 1/2 of the way complete ...so for now, this will be a fairly limited explanation.

  The basic premise for this UI is to be a "one stop shop" for aid in Maya bi-ped rigging.  It will consolidate some of the best rigging scripts around as well as offer simpler/faster/automated ways to update/build parts of the bi-ped rig.  Ways Maya doesn't currently provide.

How to Install:

  Download the .zip file.  Un-zip it and put the .mel files in a folder in your current Maya scripts directory.  (This is typically -  \C:\Program Files\Alias\Maya6.0\scripts\folderOfYourChoice.)  Open Maya and go to File -> Project -> Edit Current, make sure the path to the folder you just created in your scripts directory is in the space marked "Mel".  Click "Accept".  Finally, type "lcRigBuilder" (without the quotes) into the script editor and press Ctrl-Enter.

 

Built So Far:

  Creature Rig Orientation: defines the axis about which to build the bi-ped skeleton template and stores it for later reference. If you move or update your rig...you may also update this info by clicking on the "Store Vectors" button. (be sure to update, as this info is needed for several rig wizard setups).

  Creature Rig Template: build right-half or left-half of skeleton template (depending on which half of your bi-ped creature you modeled).  Once the joints have been adjusted to fit your model it can be mirrored, creating the full skeleton. (Note: depending on the set Rig Orientation, the mirror axis will automatically update appropriately.)

  Creature Joint Orienter: provides a joint orienter made by Jason Schliefer which is a very handy tool.  (Note: it only works correctly if your joint is above the root joint...however the Aim Axis works no matter what)  Below this tool there is an interface which provides a very fast way to change multiple joint rotation orders simultaneously.

  Creature Rig Rebuild: allows you to rebuild the skeleton keeping all the joint orientations previously set.   You may also build duplicate skeletons (if desired) and constrain them to one another. (only a directly connect constraint is functional at this time)

(Note: to make sure this half of the Builder works do not delete or rename joints until after your final skeleton is rebuilt.)

  Setup Wizard: The user may rig different parts of their current creature by launching a rigging wizard which does the majority of the work for them.  All the user must do is select which type of setup they want to apply to their creature and then follow the directions the as the wizard prompts.  The spine, head, arms and legs setups are currently built and functional.  (Note: they will work on any skeleton...not just one built by this UI.)  Also note that the spine should be built FIRST on any rig to ensure all other setups work and can be built properly. User may also build a number of controls for their creature.

 

Still to Come:

 - More automated rigging setups (ex: hand, full body control)

 - More selections of controls to pick from, with the option to automatically add attributes.

 - An add attribute interface that is faster/more convenient then Maya's current one.

(Note: these automated setups will be made to work on any skeleton, not just ones this Builder creates.)