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Green light for the rigging system

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Post  Sorlaize Tue Oct 07, 2008 12:51 pm

I've finished testing the rig system I've been working on, so it'll be out soon for you guys to play with.

Like a lot of our tools will, it extends on an opensource tool/application. I've modified the Cryptic AR rig system so that we can use it for keyframing animations (and hopefully motion capture as well; we'll have it updated where we can so that it supports more stuff).

Cryptic AR has been dead for a while, the point was (as far as I can tell) to make a professional rigging tool [it was developed by Cryptic Studios, a professional games studio, for easy animation of game characters.] that young gamers could learn to use, boosting their skills to benefit the community and help the games industry to expand.

I chose it because not only is it a very well made rig, but because it lets you swap out character skins so that you can animate the rig to suit a particular character type. For example you can make a run animation and switch between differently shaped character types to see if it looks okay, and also the differently shaped character skins are low-poly meaning you can animate easily at fast speeds, without a high-end pc, which means anyone can use it on their machine.

You'll need 3ds max 9 or later to open and play-with the rig.

Original Cryptic AR link


Last edited by Sorlaize on Sat Oct 11, 2008 11:02 am; edited 1 time in total
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Post  Rev54 Tue Oct 07, 2008 2:32 pm

Sweet dude, always good to see progress when we know everyone is working hard!

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Post  Pjotrkiller Tue Oct 07, 2008 11:11 pm

Try Ramunas neji model lol. Nice progress ^^
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Post  conradxu Wed Oct 08, 2008 12:16 am

btw what is a rig?
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Post  Sorlaize Fri Oct 10, 2008 4:05 pm

conradxu wrote:btw what is a rig?

http://en.wikipedia.org/wiki/Skeletal_animation

Models are done, it's nearly ready, I'm just tweaking it now.
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Post  Shadow Assassin Fri Oct 10, 2008 4:27 pm

To do this do you have to be super good at modeling...In other words how long would it take for a beginner to do/learn it. And I'd have to buy 3ds max right?
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Post  Sorlaize Sat Oct 11, 2008 10:55 am

Shadow Assassin wrote:To do this do you have to be super good at modeling...In other words how long would it take for a beginner to do/learn it. And I'd have to buy 3ds max right?

No, animating and rigging are both completely separate skills from modelling.

Like I said the rig has been designed to be user friendly, so that anyone can pick up new skills just from toying with it Smile

You need 3dsmax to animate with this yeah, until someone else develops an animation tool for Blender or something. If you put the time in you can make a custom rig for yourself in Blender anyway, and there are even freely downloadable rigs.

We're not limited to certain modellers for any technical reasons, if you meant for content creation. I think Blender is a good option to cater for as it's free, so that a large number of people from the community can add content here. MilkShape is also a low cost option for us, but there are better modellers like Zbrush and Maya which cost money.

Most programs have a free trial version so you can try them out for a little while, but obviously it's better if we use programs everyone can get. So we'll support Blender in favor of other modellers for example, where we can.

We'll have our own specification for the skeleton including bone numbers and so on, so that anyone can set up a rig with the same skins we use in this rig, in another modeller.
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Post  Jinchuuriki Sun Oct 12, 2008 3:33 am

can I try this also with the demo of 3ds max ?? Question
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Post  conradxu Sun Oct 12, 2008 4:09 am

well know that i know what rigging is. do i just make a model of a character and you will just implement a skeleton in it? or do i have to make the skeleton and then build the model around it?
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Post  Sorlaize Wed Oct 22, 2008 9:18 am

Jinchuuriki wrote:can I try this also with the demo of 3ds max ?? Question

Yeah.

conradxu wrote:well know that i know what rigging is. do i just make a model of a character and you will just implement a skeleton in it? or do i have to make the skeleton and then build the model around it?

The rig system lets you animate the skeleton without even using a model. And then in the game, the same animations can be mapped to any model. But the rig will still allow you to apply the animations to the model as well as all the skins so you can preview. The advantages of the skins are that you don't need to use a model, which might be slower if it's high poly, and you can change/add skins easily. Smile
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