Hi guys,
I remember there once was a multiped rigging tool for XSI, but searching for it on SI-Community I have come up with nothing.
Do any of you have links or pointers on how to go about it? Or does my memory fail me, and this was perhaps a Softimage 3D tool??
Thanks
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Your memory has failed you. ;-)
Multiped was released in 1996 as an ‘unsupported gift’ custom effect for Softimage|3D (v3.5) and was packaged with Ambulate and StepMaker. It was originally an ‘unsupported gift’ custom effect which meant you had to download it from the Softimage support website. In later releases of Softimage|3D, especially after Maya was released, revamped versions of Multiped, Ambulate, and StepMaker were included in the application (~v3.8), but with fewer features.
The basic workflow was to draw paths to represent where the character would walk, then use the StepMaker custom effect to generate nulls to represent the footsteps. The default output would create left-right pairs with appropriate offset to follow the spline, but was limited to flat terrain. If you wanted to go up and down hills, or loop-de-loops, you had to manually reposition the footstep nulls.
Once footsteps were created, you'd select your character and run Ambulate (biped) or Multiped (4+ legs). As part of the setup process, you'd have to pick the hips, ankles of each leg, path, and footsteps to follow. The custom effect would then dynamically manipulate the legs to properly follow the footsteps. One downside is any modification to the character hierarchy would cause the custom effect operator to be deleted. Therefore, it was common practice to use the Nullifier custom effect to generate nulls from the relevant bits of your character and put them into a separate hierarchy, then constrain your character to those nulls. This allowed your character rig to be modified independently without losing work.
Ambulate was fairly easy to work with, but had limitations such as you couldn't easily transition the character from being controlled by the custom effect to being manually keyed such as when transitioning from walk to run, or from walk to something else like sit or jump. The custom effect provided controls such as step height, spacing between left/right sides, and sway (wobble L/R).
Multiped wasn't as intimately tied to the footsteps as Ambulate. Tight turns revealed sliding of the feet as all foot locations were determined by the transformation applied to the character's hips, not the path. And as mentioned above, it was restricted to flat terrain. If you needed to traverse an incline/decline, you had to plot animation and make the necessary edits after the fact. In short, Multiped was good for quickly getting a multi-legged character walking across a simple path, but not much more as effort needed to customize the character for desired control could be more work than using a simpler rig and moving the feet manually.
If you had to recreate the effect in XSI, you could constrain the character's body to a path with offset for the walking aspect. The feet could be animated using the animation mixer where each leg would receive the same action source clip but with a time offset. The trick would be to animate the effector representing the ankle of the leg in global space so it sticks to the ground appropriately, then plotting to be in local space of the character so it can be instanced to other legs. Alternatively, you could position constrain the ankles to the footsteps (w offset) and drive the blend parameter with FCurves or Expressions so each footstep only drives an individual leg for a fraction of the overall timeline. This implies that every leg is constrained to nearly every footstep on it's half of the body (e.g. L or R). Using this method would provide flexibility in allowing vertical displacement over terrain, and general repositioning of footsteps without having to redo lots of work. Downside is it would require a ton of setup.
You could build Multiped using ICE, but if you go this route, expect a lot of nested compounds as there are many inputs/outputs to create the effect. While each compound would be simple, the sheer number of them would be a bear to manage. This is an instance where written code may be easier than ICE.
Matt
Date: Wed, 29 May 2019 10:02:30 +0200 From: x...@colorshopvfx.dk Subject: Re: Multiped rigging? To: soft...@listproc.autodesk.com Message-ID: <697c108b0e76b43e...@colorshopvfx.dk> Content-Type: text/plain; charset=US-ASCII; format=flowed
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Is there any part of the Character Animation Pipeline in Maya that people like/prefer?![]()
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"..the major drawback is not being able to extend the tangents
> asymmetrically."
There is lots to dislike about Maya, but to be fair, key tangents can be both weighted and broken, see available options from the right-click menu over a curve or selected keys. Same options are available from the Curves and Tangents menus in the Graph Editor's main menu bar.
On 07/06/2019 15:40, Alastair Hearsum wrote:
I haven't done very much in Maya (a couple of animation jobs but I'm mainly using Houdini most of the time). One thing I couldnt understand was how awful the envelope weight painting tools were. I discovered this, though, and it seems to be really good for smoothing envelope weights: https://urldefense.proofpoint.com/v2/url?u=http-3A__www.braverabbit.com_brsmoothweights_&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=yBRd5I_XDlagAWSqH6KyTiVVLUHanXY_JBrMaoophFI&s=HvUZXNjSWskTuAxAB56xy2DBhMtCEfGBcIByteQc8U4&e= <http://url4597.autodesk.com/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzI-2F9k-2BWBXKW27XRR1WxPwQdr-2BsjDEL3qQiGzVRy4gvpheTDchGH7IUwLJDVnBKeYGMVRVyGeRPvcIMDCQtWdi58rzD9uU-2FUxPSHmxEZ3wfvTILFjTkUPtm85CDZpeNKaTXov2xbFLiFVNbFBcDpURzWeOEFfkSU3-2FVKgHa7EDsASkGNVBjAo7lEdp13sMxrS-2F4x6qJVr6XjjkDzSCnVnrjUFTVuwcuH5cNHcYfD3rzzsDFPkFZlNYhYmP-2Bg8UMHbxl-2Fpqdhh-2Fa6sCaaScxrHhWCM38ieSzFJJ5bKDZvykb0k6k6GtIqqf-2FEzRKsJCbOITS4aOq1j4lNDsfY-2BXPox1xQ-3D-3D_AiuOPJnPrj4wc3JxtM6Fu4BFTLWfPgU-2BZSdmfLFS5-2BvcVxdmoKEOfe2UTpsICS95HNpn8d-2FHH5gybCjpvPxNGhK7bxFq2sXeZA6MUKkk9fZ5dZS93H3lxzFy3jbP-2BQEARdHLovjG7KHkyzr-2FJfgZL0Yg22zImayySO-2Bq3lCi4QuA-2B8zi8UofiVoPg4nxNPk70N-2FW6t49pvWGajuKija-2BeQ-3D-3D>
Someone mentioned loving the graph editor. I have to disagree. Its okay but the major drawback is not being able to extend the tangents asymmetrically. SideFX introduced this facility recently Houdini and its great. It reminded me of how much I miss Softimage's fcurve editor. It was (is) the best.
Alastair
On 05/06/2019 23:36, Gregor Punchatz wrote:
There’s some great tools in maya, It’s how it’s put together that gets me frustrated at times.
Quad draw and the snapping tools are awesome.
Blend Shape tools are very good, And there are even better when you add a third party plugin like “shapes”
Pose deforms work decently out of the box… And there are some RBF plugins That might produce even better results.
Plug-ins -I’m a fan of Advanced Skeleton, NG Skin tools.
Mgear looks great, But I really wish the video tutorials were MUCH more concise, as I really have a hard time getting through them. It would be wonderful if somebody could help the guy who makes the tool to make clear concise videos of the toolset, as I think the cure videos might be hurting adoption of the plugin.
As far as basic rigging goes, the biggest problem I find is joint orientation, I still go crazy trying to get this correct. Something I’ve barely had to think about in XSI.
The other thing I am having trouble coming to grips with is the node editor, it’s just such a mess but I find myself avoiding it, when I know it’s really the best way to get the job done often.
I would love to find some tips on how to manage complexities, without having backdrops and annotations. The other thing I am having trouble coming to grips with is the note editor, it’s just such a mess but I find myself avoiding it, when I know it’s really the best way to get the job done often. I would love to find some tips on how to manage complexities, without having backdrops and annotations.
I would love some video training on just how to use and manage the node editor.
Maya is not nearly as bad as I had thought, but there are still some things that make me want to kill kittens.
On Wed, Jun 5, 2019 at 2:21 PM Tom Kleinenberg <zaga...@gmail.com <zaga...@gmail.com>> wrote:
AnimBot is great. It's pretty essential to me.Red9 for general animation key/timeline control.StudioLibrary is a great pose and anim library manager.On Wed, 5 Jun 2019 at 04:50, Jeremie Passerin <gere...@gmail.com <mailto:gere...@gmail.com>> wrote:+1 to what Matt mention. Sculpting tools, speed, viewport potential (I haven't played with that yet). And talking with a few people on the beta, i feel a lot better about what's coming next. My nostalgic self still wonders where would be Softimage today if it didn't die at version 7. There was some big challenges for the development but, man that release (the last not owned by ADSK) was amazing.
On Tue, Jun 4, 2019, 13:57 David Gallagher Softimage <davegsoft...@gmail.com
<mailto:davegsoft...@gmail.com>> wrote:
And graph editor is great in Maya!
Since you mention it, here is our AnimSchool Picker (for Maya on PC, Mac, Linux and Softimage):
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.animschool.com_DownloadOffer.aspx&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=yBRd5I_XDlagAWSqH6KyTiVVLUHanXY_JBrMaoophFI&s=vfoJvlw2H3RgH5Sgp_g1VTAkSAxcx3lKnEiQWVH7Ij4&e= <http://url4597.autodesk.com/wf/click?upn=rsgm2OEXHWRmkY93CrkUWMWytA-2BpY-2BDItPhMshIqDgMhWCsMwbupOYOwsaVcJ5nOMkrUSyX5-2BEnv7PqBiM0GpVOPSI3bFCl2LnPRH3J2NTi0PxCyaxgk-2B6v97ASsj4WjXlRff2BXjPpHzyicRWcS6FbhICFtNR8827GItBtqXiP9QbR-2FiBZypnXj0YuHmTkelRuqztjJ3miLJ4Rd1FcLmxr6lW4z2aGkITfqtqFCIgR-2BjnnOQcA-2BSbwi6ov4abYMG6Ycc4WyCOAxgVNjtUP-2F9L3KxI0uXY48R9nlnxgGGed-2F-2BzsFY8ykMAsL13fDuN-2Bht3W75zLCCp-2B5RixIf7bH-2BdiXxFvvlrWgnes0eBkzJLaqAJdSAlU0YZ-2BLHYmN-2B4ntq9TmD0-2FBIDnlKhvQpk0OylRSpj146SySuNje8sUIoGZ0uhJvdtVdm7zbq45vxdAzFyKXh8ylWMDz2gWOZ2iY9bap8ZrwRExirrRoCnYyUp8mMztNNh9uQMMjgWq0NEhxPnNuzDN5Gxi-2F8EDO0ZlnH-2FAkIwakru6awy4MGexQKFRuRxwVt1T7OHkNptlEwO-2F7uhjBLoFYMNrpj9O7vcX0j2yLtKkJhf-2F8ih0lPg16x2FgOKVe2gprmzGqufVdJpYImf8IStGwJPjo1nCNgpW5ZtAbQaCX8XWHPB8C4Jl2MgqmZx93d5W1iq2iJAl9L4OJKtAonPuVMKZzg4g2sMjcZBKVtDcYvt-2BMyiiPgPICp9M9PIFEFxSZc0xhBT3V09T6tNd3frLSbkim7DadUTGsUcxlEgJluv1LwoW7aUZTJhfGLocDIUY4AjfoYYzsYlzt0-2Bcfpruzk0sGO27MhY8DHi2FhTbxIGJSegCrXt8bEPHJk5aDFCy-2FoJQroOkIoXP1Pen7bwUOiyVuV4dydRczCKN33RkwwaF7nqXy1zvy-2FpjtgRy1sPix7sW0FjR4oVdJt11vcbkt4k6aNM-2FrF7b17AeK6CZq0P-2Fts6Bx4CXcO2RWe1XPQWnCcdsFRUCWd1yojZQ4-2B1joavs-2FM37M-2FLED17gv2fyx9BHL4yBVuZiErno6m8z6woXFQ4WilxLkgrwytO04qMx2EXN8ctfiuScW4nrAlFvj0b-2FPY20Gk0sePhQa-2B9R-2B-2FeeMV-2FVuZN5KLegn-2FgTCdu-2FZXVvXiFgOugzF-2FdOUi60NBHaou8xfQw-2BvnSdVtj5YCIq78FIZcFUZw4etg-2B8nwWg2prfew1RboMGKbkAYzJ1oA-2BzVRV9SZ7JKFFKeuH9s7BVufEW571Nwxyb0F2px1ZOrQnAJML8e5cZcxgJR4vKYAVPYWkBHn9Fn5G62lYgcVu-2Fc0hBhF5P4SkLZBndtBXoz5CwOxIwkJAuy-2BLlYKZHb-2B0va9z-2FgC41uDVIDqodiAPaaeKNgmnMgsmM-2F-2BoR1i-2FH7VgIa8P88tXj3FvJb5D6B7JdP-2FAgZuxGbHjluWFDxdW5POmDyaaqe-2BGaKZcYPEKF9fzHWoNc-2F3D0ZT53gOCk58l3FwvwVeyY-2BqrzN56hY6ra1fIMolu5n1ppHPHd1OdLy19Nu8UuGbkennc7BlmheugYnW1VIDArLrzu-2B40ACspJGQVzLyLF9Oie8drMIGLLb9TdWCbfhizjlfCcv5BN-2Be2qDMY4Oe7lKzqg2ivmyjUzxKdC-2Ba2t1-2FU2XPu6Cmgh5CJBqeRY8uHy4lBb2K0PFYrOGprIwst2Mnvw0lGkOjyuh0Mu1u2wTltGZIrA5-2B-2B2P-2BpL-2Fl-2F08hapevum6LMNdbofQOEyQDmOZRV-2BpUh9-2FItktJ8qKjVnK-2FWEmNMoq-2FlN1xcIfvK96-2FmDEugaWR9CUszS0WdTT11tfk423pq6kdXoAd4aq68Fw-2FIf725yGuVlD7oAFWjCk9h2l-2ByOMufHxrwT-2FvHrRmQezMQPMuurjtw449RVHB6i-2FKzuKG-2BPRhWhsXWa4UmtLnPP4gMje2XL2o751UC72-2FtRleEltJtlduGzHU57UcyOtGGPCPQg9oe6x13PiABsAacp6bApQLSivH3COyNJaMDn9-2FKzOtGoSSvdMtSi3Rg74-2BIkzQF9qLJCLnzh-2FnMf0QHM7IXtkGL20EphhMScLlvp6UGmYRxvDBPcuGFSvJGCvvWfPoB1GjJZLBWvKpDtSZbHQadzvMVjO4DOWRgfNy1q11QES4-2FyPpylJfq-2FEHLYUGAX9W-2F-2BLdT0mwLx7DsuMsX9EtaPz5jh-2FqKU4TNvD04Fs2IUNhr1UWNuLaKS4l7KdcMkURG2CQaV3IT7QDfrhDqbmy5gPq4zyN0OJ0-2BbM0-2FklDX4i8V7UGvNWGxvPiTYU0XNYCLGVm8-2BexW2o5swx7AaJiMu0-2FgM956CCKCRUXo0OIKdlhiIAlMXUc-2F6u4o5coy2xS-2F4dHDuTgskCBfP-2FBHf3NTZsTKnKsmAYD9ZNuRvdJect2yOarX08faQBrXm2raYODuSgCE0aJ0tsg4s9SfUYvCxCA5yeiIHu9dzbLrd5Ayv0yDTu4fg7kBJwynQyYGSfbQ-2BopBHUteAlX6Ydk8zBz31QczZ1XiwWArlAp6yWUNDRKj-2FiA9UPqJIsCpyXT220WTc2fgMnJsiLOG6bUYCMS1uydEqraR6UP0JDNkXj3MswhkdHFw6p5fjMhDArUT-2BtcmK2jxO3whcJgFXqgEBFvKplpBi8QyAJduUsCW3m8fsmUlCMwdjO0OEMV-2FYSYTnfYRlXMU0VIOY6cYWPBZU5zLpCVEv9jSYch1V9AxpFwIMfJ9dRZj3QI27p13-2Bo3XERJhN89jDSG12cBtzCtLqk7GyovJDKyhalZYcybpQx3UXXP9jLP8wptsHy-2BAx4HJWPL310uchTi-2FvynT7SGCHqavqN35BQ5cd44JBUMvJbL7bKgPZZRLqPBEuRGYqXPFxAnlnK5qmRx7jWqZBzd5jB1brJioK8Z6OMt6gJSMyDop5HBqGIEoX8iQv5Yl151eY7H6npi4VgH4fNKKvILtyOqhP7QhSGD-2BZoiLeGH0TaCSqFuMz2gvdKlboI0Fyqh3My3-2BzPXlJCFFYdjRKdfRdwOOUd9776Ka77Q8hOVSDbsHpQzxv8y4OS1ZPk8maJnwH1K8B82-2BZ-2BMfNbyhlQOjGX-2F-2BbjOwjb8dIm4-2F3kJuiSGnc12OBaFgOb6PO8QrzKqPthcyzRCFK0AngdST1vk1EepdnEW5YYbUfLBt5A3IBKqIEJZeYioOjOrz6KSqCgPzb3TA5nre7EzFalZERwIdgLSvq0fJmPIB8-2FeU5-2Bh0S9DMeNM-2FqzaVSxHNlbRvDhysYJW0IzYgwyVhVzyHlsYfMEyoHIysPo5Y4P6re5sGZ-2B6Mrlmld-2BdrcWfByTy4Sd21DGrNRHhNiU1edDIEVA8ksTWGtUHci-2FNWLEL-2BHquVZtMY0WjzVd2ZhIwQ-2FED92G0AOG-2FZEViDXBP-2FvSaQCMtxdjESzGsYwC49ZNUl-2FhXi-2F-2BG07Sk2rSj-2B329617FPitmY2fp5mhpRK3BPsuSKZlxeNB1e1dQp0HF13o4QDYPheknvQ920bXbAt5ewc0cHGLi0jPC3r-2B0Zxl8EFOBDE4hrshdlTt7Nv47WsflZ-2F9Hj7ybHFDdP9bPROJLm5uyuK79x0YM7LzSijlsy3A4yDNQsUdiDHlROdtJoMp8Q9PLG3mYK5BE5FKS7B7JXObRwMMAy7PtJN6uELLqQ8zKrIT1d47TyYlMM9HuhVyhJBvudw2lZwlKZqYjYaTMv9R1PSP84nrWKGFMKtaWq-2BqqAz53D8zWKtYjKB-2FZ84IecORKR3x9nuPMJL5cvqgxKhM7B2mDHG3VsH7HiRDVj9o-2F-2B0yI8VxZCle3davmcLJPe8IEmPJaeHkN-2BeAhcU6aFVLJO-2FtkxTuY-2F8jjCdFpNK1khoCvY85ZpqQbW3UgCof-2FWUDrAS46EiahePDE39PMaeMtXgspS-2BVxbcps8f3IeWTVhxb0QogS2Z9Tr81hL7-2BmW3Cjcer3tTAdWx6pCesOb9JQSjC1kkz3pkkEMqfoKTLvZ0sV2KD-2BU4WwtC607v5opsOSJuHvlgw-2B4-2B2IDDQfo2m1Vbj5D7Ah7nmp5hAui5FdfTdTXAo5yHKybeWut-2BQMqit-2Fwv7DvUrkn7LE-2BA9Y6zaU5FPIifviiXtaogpLPThZywbizQgVqFktYf-2BJohvI0xXoxKRjOL-2Bj1X5TDsqu3hp6krnOfq5uVXiU4rvk4MbSx14-2BD6aAUuoTiKLwQkaIykFQdwoYz9Vt6wXIueD3qFH8g2gkbN2DKDPrRv0d0tqHDlFWBM8eZPoXjaqS-2BWrSypZ0pOeyxtq2c-2F54nX7hnALGaD78MwNdzRJAftJ1x-2FdiqyAiZj3n3ZvkOCxm4ctyubtKQ72-2FZ-2BoCD6-2Fr53lq6jSVKZd6GUDlDwrsygdql14bqEXcXWfvm1vcmuAjOXLtb4v-2BZQncwG-2FtdDQybECB-2BgxXtMw8urcgJdAeZEYt3qY-2F0-2F5XpKvEdjHtH-2Bw0N7zTjIGQwepEF7CBBWYOF2aSjShOvzJwPVbeur49-2B1wyvU2YVTOFU8vwnN9SIWS-2FKQAnARY3qXyNYo-3D_AiuOPJnPrj4wc3JxtM6Fu4BFTLWfPgU-2BZSdmfLFS5-2BvcVxdmoKEOfe2UTpsICS95n7-2FQVPV7e7Uzp-2B4lR7DUW-2BrckT5xiqSXrLk1mexNIpKdvqYjn1PugMVkNHT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On 6/4/2019 1:27 PM, Matt Morris wrote:
There's a lot I still miss about softimage: operator stack, weightmaps, weightpainting and ice mainly for character stuff. I hit walls trying to do anything that's not the usual workflow. But maya is ‘bearable’ these days, and is better in some ways:
Shape creation and editing is better, especially with the nice sculpting tools available. Being able to add correctives per shot on top of referenced rigs is great.
Rig playback speed is much faster.
vp2 while still having issues, does a good enough job for previs/postvis, and is much better than softimage's creaky viewport. Displacement preview with shadows, area lights is useful.
animbot is world class – though a plugin it seriously speeds up animation workflow. mGear is still developing adding new tools and components. animpicker is pretty good for synoptics.
On Tue, 4 Jun 2019 at 19:40, phil harbath <phil.h...@jamination.com <phil.h...@jamination.com>> wrote:
Is there any part of the Character Animation Pipeline in Maya that people like/prefer? ------ Softimage Mailing List. 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SFCdgybDFKzRwordHFbrvIX01B0UlYapAlOWBInnrYK2GNSojyVRggWWe2-2FetvKpe564N-2BQfizcoOM4-2FIUp7T9zUSE3xu-2BRTap0M08biAZIsKXOwD-2Bk3tH3CKvaHCZy8WclUkBpnQnwgrUbl2wZuWq5ESHJQstNeaIKfOjFU9QeyYfLWZYlpE78-2BHg70W0P6FgbLFkZ2BNWeoPNWr6wSkdTbgW16-2BL5UxDBqsbIxwBEv2EAG3fIyYPkeAAYR3EQ1n7VBUbh-2FwYZ0JPr3vSdeH0-2B5lv-2FD3ysq6-2FuT3XXTaQZwUvPN3MxpSd0b3SSDOA-2F6GeP8tIxU-2B8RAEbtx6JMQYsbWdS9kZ80eh5lmEXDIZT23s2l4RQTD5pnehJw9zfpLonahVh6dCsgbw5xDtgVzGIL3s-2B5QdTRMALU9K4FuOTYfNvH8hJs55BP6cu1BfMHVGYQDpBSmVVnA8AnY9VQbtkIhAcqpcrP-2BLOnyn39CEYSqO6ZnH-2BKtre0zv8SozVRl7TBADevCu7NAjRvdWxyWmI5avCzA6Dm7b9KTa7CCZI9o29vCl8afToEks8B3PKhw-2BjU3-2B3lbNjwVppVSJyUZKZcIXF3NikHYLxeyOpV8ppyVOX4MWM8IFNFjpqS9lTkmb989YEXeTHHiENX-2BsHr51dnK1Lkm-2F5p4aesPr5U9mDqYSQhte07kwNp1iMiRnt3yF7DAQjHRSY67T-2FMCIAFCNYS5FExoheAvyyd-2FI6qypCwOQfLQGOF-2BRykyv51YonT8hE7dd-2Ft5iIC38zMbgE1Xe94HgL9gVJ7-2FpginPWh0ADdTg2JuyabJjfQxHqh8ViFrQX8EUZgXfJLFgpKn9mtTClifq2Ke0oziV6PipbOJ9pYhmu-2F7R-2Bf6xVdln0BYLGxqKCb9FNu2coFWnONdoGXDdf20U05no4Pask74aT0eNTCuyOm6nMACO2c8gxkdrjZE9rviWALLkuq4V2WLnFHnK9xGQ4YDDuoi-2B2gpPjeRddN7CsxHq2sBEkPv4t4OPQo1ePl1H0YprTPKeFsdlE2lRLV6485NcDphK0bbkxKrBlXjOqtexnu-2BtH8ZtS7BLWqnH9-2BdicV7TCnYU4PmqYEToqJn8mUmadS8TBvrkrCKvEtp1w8mttHD0fvwMmyJbF-2BJQYtKKn-2FzYp7a1cUwxu0gDHTLYZWxO6r-2FcoxqldtdKknZG-2BhVDw3-2FZUwJSTm49gbtEq0zVSNcdtGxz643ZE79s23dJOccBVOmushwlr5FCxWpf-2FkvjmKCahk9OCusPLTQnuY-2Fb8iSby9JJsatA0Xpw9bosut6rIwqGGCr8m-2BdR0wQwSOPlSPSzh6-2FGoP9PJWXpFWRgFmbvS73xpZuyMUn3IXvINKjeHrPLw0CMhxTNr-2BsCScz4HKj-2BbrwB14QEfnkmtm8pwlWbq31rx-2FMsPlBrWlrxUny7d7YHTcE1UP6tyUIRd-2F8v3ItOQn8zZfrPFUlyslvCTD0K3bWC8LgpwuPRLWhaSCA5rdFq-2B65AUCEyiFo2KUdbi-2B-2FzaR2h11GUtg5xFOXcU4sl1qFpCdjBANnb5Z-2BfApnmpFBr2RTt5GIRr54beTaVWswhyPewEzUfLw5ieDtbhQtZkcOZ7iiFJrxeIwmeS-2FAuLTUyDnr0w48R-2BpeK0lUKKyThzPvyfj4dJReLEMUYSivDScc1P-2FpbKQTRJ2PYZe78IISAakz-2BmYKvsoNewcuYOOvSGVQYsA2mu9d5f-2FZNAccRtZIPF3p5Hk28-2BdLxBYZUEkFdW7vixXgCFjYFFbCunE5-2F-2BX9-2FnqvmSdKXHfiIiHftOlazFysdZnpp4GIQcqzkn4ZcgEeEWxYd0JwHVth5dkqZlEorxP8hL4IHtH1GSKQP75xHjZb6A7aog0fREX0l-2BHNiZwRuWzpqnQ2JOBOOh2CPA4Dlf0ItOOooUg1F0-2FvaKDm26K-2Bilr18lI7lFN-2FzNEUN7-2BvYyJLlFobrDZFvLzTWIMW-2F1-2B4ytcpavD3byNRCqXGyhulXpMC0yjIaZR2Nkl2Nh2yjrAJOrkjFpb-2F5z10LB8p9Ebpi9q-2Bvrq8Cx0qB0nEZ5MkvxnGkF44Ejwmu7XwbCkNh9rGmbQQOHEZ1OKYb5rO5A-3D-3D_AiuOPJnPrj4wc3JxtM6Fu4BFTLWfPgU-2BZSdmfLFS5-2BvcVxdmoKEOfe2UTpsICS95brL1-2FnmC5X0Kn52KpkbvRaOF56vv5ONV0ZpHDnjDhFXJ94tpwcY1KHTL-2FuL6zGHOs5-2F9ZzYwa6ObJekT1DS1Pe4cs0avcpNyzuiD4cfuVyeXZNG5Uv-2F7NpiAeRXuJK84cuTfRy0IH5BeP9G8qKbQpA-3D-3D>
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I promise Blur is going to share our weight painting tools soon. You'll feel just like at home.
<image.png>
Yeah, Gator :D Sorry
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