Wednesday, January 16, 2013

First scripts up on Creative Crash

The first of my script suite is up.

synPlaceController: Places a controller in line with a joint and constrains the joint to the controller.

synMirrorController: Works with place and can mirror a controller

synStackControllers: Select a couple controllers, this goes to the top of their hierarchy and parents them into a chain.

There is a shit ton more to come and I hope someone will find these useful, I know I do.

CLICK HERE FOR LINK TO DOWNLOAD

Wednesday, January 9, 2013

Code monkey is flinging code! Duck! "Quack".

Will probably put up my first 2 scripts tomorrow. This will be the first time I release anything I have done to the world. My goal is to create a series of scripts that build into an pseudo auto rigging suite. I set it up so that it is compartmentalized and builds on existing systems in place to produce varying setups. Example: with my place controller scripts I allow you to use null groups to zero out translations, extra groups for set driven key manipulation with the controller an offset of that, options for parent or orient or no constraints, renaming, mirroring, and a crap ton more options. This makes it so you can use my scripts and not feel as if you are corralled into my preferred rig setups. Which brings me to my next topic.

 While I like auto rigging scripts I question if it will cause a stagnation of original thought when it comes to rigs and riggers. When you automate something you stop thinking about the why and how and start accepting the "just is" of something. I am not saying that using auto rigging scripts is lazy but just a time saver that is a tool and should be used like all tools with understanding of how the tool works and why you are using it for any given instance. I guess I am just scared that auto rigging tools will replace character setup artists. But also I see riggers adopt a style simply because that's just the way they learned it.

 I learned rigging styles in school that I now find out dated and frankly not very solid in their implementation. If I had created an auto rigging tool that utilized these archaic setups I would probably never go back and question them as long as they kinda worked most of the time and just learn to live with a non bullet proof setup. When I say bullet proof I mean something that is hard to break and does not use anything it doesn't need. I would akin this to using a point and a orient constraint in such a way that you should have just used a parent constraint. My point? Don't just accept a way of rigging a character just because its the way that it was done by your teacher and your teacher's teacher, build your own style and don't be afraid to use what came before you and realize you should never stop and believe your way is the best.