Saturday, August 26, 2006

Code, code, code.

So I did 1400+ lines of code this week on my rigging script and UI for the auto-rig script… yikes.  This was really the first time that I got down and dirty with gui building with mel.  Granted, I’ve made windows with buttons before, but nothing complicated with tabs and forms with nested forms, etc.   You’d think there would be an easier way to make UIs in mel, or at least visually like the ui builder in max.  I do have this guiBuilder mel script, but it hasn’t helped much so far.  Perhaps now that I understand the reasoning behind a lot of the attach form/control flags, it will be easier to use. 

 

Anyway, this is coming out very similar to the zooCST tools/window, but with my own flavor of things in there.  I kind of want it to be a one stop shop like Hamish’s script, and his is absolutely great, but I want to have control over the core of my organization of nodes and need to put in a few options for game engine stuff.  Still, a definite thanks to Hamish for being the inspiration behind some of this stuff J 

 

On another note, I’ve encountered this in the past and again just recently, but what in the world is up with the advanced twist on splineIk not working properly when you essentially build it ‘lying down’?  ie, on a tail, or quadruped spine….  Annoying!

 

 

Sunday, August 20, 2006

Rigging and scripting...

The first 2 weeks at Kings Isle have gone quite smoothly.  I’ve been putting a rig together, doing documentation, and some research for the character pipe for the game.  I’ve also been scripting things out as I go, since I plan on making the rig a pretty much auto-rig solution, with a handy UI to go with it.  There are a bunch of rigging scripts out there that these will probably be very similar to, but it will be setup as I like (internals and all..), and it will be something that I’ve created making it easier to update and make changes. 

 

Eventually I will be making a version at home and ideally, release it for all to use.  But that’s getting way ahead of myself J

 

Currently I’m filling my after-hours up with some nice freelance work, and perhaps some unpaid stuff as well.  The Biscuit Brothers need some animations done for the next season, and that stuff is always incredibly fun to animate.  It’s a shame it’s not really a funded show and only on PBS, but ya never know…..

 

 

Rigging and scripting...


Rigging and scripting...
Originally uploaded by vfxcreator.

The first 2 weeks at Kings Isle have gone quite smoothly. I've been putting

a rig together, doing documentation, and some research for the character

pipe for the game. I've also been scripting things out as I go, since I

plan on making the rig a pretty much auto-rig solution, with a handy UI to

go with it. There are a bunch of rigging scripts out there that these will

probably be very similar to, but it will be setup as I like (internals and

all..), and it will be something that I've created making it easier to

update and make changes.



Eventually I will be making a version at home and ideally, release it for

all to use. But that's getting way ahead of myself :-)



Currently I'm filling my after-hours up with some nice freelance work, and

perhaps some unpaid stuff as well. The Biscuit Brothers need some

animations done for the next season, and that stuff is always incredibly fun

to animate. It's a shame it's not really a funded show and only on PBS, but

ya never know...

Thursday, August 17, 2006

Yar!

My emailing blogness seems to have broken. Must...fix...soon...

Email blog test


Email blog test
Originally uploaded by vfxcreator.
Seems to have broken. what the.