Re: Multiped rigging?

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x...@colorshopvfx.dk

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May 29, 2019, 4:02:45 AM5/29/19
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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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Olivier Jeannel

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May 29, 2019, 4:03:56 AM5/29/19
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Gear ?

phil harbath

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May 29, 2019, 3:30:49 PM5/29/19
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One that keeps from moving on to Maya for rigging (and animation) is that I really use gator a lot, is there anything like that in Maya?

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Ben Barker

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May 30, 2019, 9:23:12 AM5/30/19
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Like most things in Maya there is a pastiche of tools you can cobble together to approximate the workflow in XSI. Skin weight and UV transfer tools are actually pretty good and have improved over the last few versions. Weight maps aren't handled as elegantly in Maya generally as they are in XSI but there are several tools to save/load them as well. One method is UV based and the other is spatial. The spatial method has documented features that are gator-like but don't seem to actually work, although I only spent a few hours trying so I might be missing something.

So, the usual story really.

Matt Lind

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May 30, 2019, 9:17:46 PM5/30/19
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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

Bradley Gabe

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May 30, 2019, 10:45:12 PM5/30/19
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Totally doable with ICE:

Ages ago, I worked on a project that required animating crowds of roaches. While it wasn’t necessary to get accurate foot planting, I wanted to see if it was possible to solve, a la multiped.

I don’t remember the exact solution, but am pretty sure it involved sticking each leg tip to a particle, and using the root of the leg, tip of the foot, and ground geometry to generate the particle sim. 

As the body moved along the path, when the leg root moved too far from the particle, the particle would launch itself to a new spot based on orientation info pulled from its root, closest point to the path, and the ground geometry. It worked nicely on rough terrain and could handle the kind of jittery, stop and go motion a roach could do. 

It was actually a fun challenge, was surprised at how nicely ICE made it solveable. 

Jeremie Passerin

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May 31, 2019, 10:31:11 AM5/31/19
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For weight painting, at Blur we just finished implementing our own weight editor and a new paint brush. We're about to test it seriously on a first project and then we'll release it open source. 
It's fast, it's working just like softimage if not better. 

Matt Morris

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May 31, 2019, 11:16:06 AM5/31/19
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Sounds amazing Jeremie! So blur's going maya as well? Not tempted to go with a full max pipeline?


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javier gonzalez

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May 31, 2019, 8:29:44 PM5/31/19
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Maybe you should jump the softimage wagon, houdini for me Its not yet in rigging best tool but soon. 

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phil harbath

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Jun 4, 2019, 2:40:51 PM6/4/19
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Is there any part of the Character Animation Pipeline in Maya that people like/prefer?
 

David Gallagher Softimage

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Jun 4, 2019, 2:53:58 PM6/4/19
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That's so exciting. Every time I use Maya's weight painting I'm amazed at how bad it is. (especially painting negative values)

Matt Morris

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Jun 4, 2019, 3:27:14 PM6/4/19
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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> wrote:
Is there any part of the Character Animation Pipeline in Maya that people like/prefer?
 
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David Gallagher Softimage

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Jun 4, 2019, 4:57:13 PM6/4/19
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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://www.animschool.com/DownloadOffer.aspx

Jeremie Passerin

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Jun 4, 2019, 11:50:55 PM6/4/19
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+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. 

Tom Kleinenberg

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Jun 5, 2019, 5:21:57 PM6/5/19
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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.

Gregor Punchatz

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Jun 5, 2019, 6:36:55 PM6/5/19
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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.




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Alastair Hearsum

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Jun 7, 2019, 9:40:41 AM6/7/19
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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:
http://www.braverabbit.com/brsmoothweights/

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
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Steve Parish

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Jun 7, 2019, 10:55:39 AM6/7/19
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Sweet thanks for this! I was using tf_smoothskin and this seems like a revamped version! Having no "undo" also kept me on my toes :)

Cheers
SP

Jeremie Passerin

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Jun 7, 2019, 11:26:55 AM6/7/19
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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
image.png



Alastair Hearsum

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Jun 7, 2019, 11:33:06 AM6/7/19
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Ooooooooh!!! That looks nice!

Matt Morris

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Jun 7, 2019, 11:37:29 AM6/7/19
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Looks amazing! I miss that colour combination...

Stefan Kubicek

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Jun 7, 2019, 12:41:00 PM6/7/19
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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?
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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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michael malinowski

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Jun 7, 2019, 1:05:14 PM6/7/19
to Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list
Very nice indeed! I look forward to that!

Sent from my iPhone

On 7 Jun 2019, at 16:27, Jeremie Passerin <gere...@gmail.com> wrote:

I promise Blur is going to share our weight painting tools soon. You'll feel just like at home. 


<image.png>
image.png



Martin Yara

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Jun 8, 2019, 4:36:59 AM6/8/19
to Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list
The best part of Maya's rigging are the unofficial tools :D

- Skinning : ngSkinTools
ngSkinTools.com

Great upgrade from the weight brush, if you use weight brushes.

- Weight Editor : siWeightEditor
https://github.com/ShikouYamaue/SIWeightEditor

The closest thing to Softimage Weight Editor with a lot of extra features.

- Rigging : mGear
http://www.mgear-framework.com/

I've been using mGear only recently and I've found it to be pretty flexible, being able to create your own guides from scratch with multiple controller types, but sometimes it still feels a little WIP. Although it lacks detailed documentation, the developers are pretty active in the forums and Miquel is always uploading a new video.
I'm not sure why but it was kinda unstable in one of our PCs. Didn't have the time to check it and we're not using it right now.

- Advanced Skeleton
https://www.animationstudios.com.au/advanced-skeleton

Advanced Skeleton is easier to get in, with multiple prebuilds, and it's weight options were pretty good.
I felt it was a little more difficult to customize with less types of controllers. And felt slower than mGear.

- Animation : AnimBot
https://animbot.ca/home/

I'm not animating much lately but this one looked great.


As for the original Maya rigging tools, well,
Import Weights have a Nearest, and Ignore Names option. Something you don't have in Softimage.
Viewport 2 is pretty good.

Transfer Attributes is the closest thing to Gear, but it doesn't keep it "alive".
If your workflow in Softimage is to apply Gear and then freeze, then it's pretty close.


Martin

Gregor Punchatz

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Jun 8, 2019, 4:42:58 AM6/8/19
to Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list
“Transfer Attributes is the closest thing to Gear, but it doesn't keep it "alive".
If your workflow in Softimage is to apply Gear and then freeze, then it's pretty close.”

I assume you mean Gator here?

Gregor Punchatz

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Jun 8, 2019, 5:03:47 AM6/8/19
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“ I promise Blur is going to share our weight painting tools soon. You'll feel just like at home. ”

Dude this looks hot! I want to come play with you guys at blur!  At least there people will understand what rigging can and should be. I hope you are working on Face Robot for maya as well, I miss having that in my arsenal! 

Maya folks are just used to their pain... they have zero idea that something as simple as drawing joints in maya is fundamentally broken and don’t even comprehend that editing joint oritations is something you should rarely have to do. 

Gregor Punchatz 







Martin Yara

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Jun 8, 2019, 5:32:27 AM6/8/19
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Yeah, Gator :D Sorry

Pierre Schiller

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Jun 8, 2019, 5:59:45 AM6/8/19
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Thanks Gregor for that reality check "fixing joint orientation is something they should rarely have to do", because it's the same pain on Blender.

Just this past week I started to rig a complete bird, joints just flow naturally (except for the wings) everything else, was just a walk on the park on Softimage.

On Sat, Jun 8, 2019, 4:32 AM Martin Yara <furi...@gmail.com> wrote:
Yeah, Gator :D Sorry
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Martin Yara

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Jun 8, 2019, 7:12:56 AM6/8/19
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But usually Orient Joints works fine. 
If you have something more complex and it doesn't work, then rotate and use Freeze Rotation and Freeze Joint Orientation depending on which one do you need.

Martin

Gregor Punchatz

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Jun 8, 2019, 11:27:37 AM6/8/19
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Not if you character is in anything but in a T pose.... and this is not according to just me, this includes people who run the rigging dojo...

There has been some discussions about this on the beta....  
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