Here's my demo reel for July 2013. Enjoy :)
Guillaume FERRACHAT - Rigging Reel - July 2013 from Guillaume FERRACHAT on Vimeo.
7.17.2013
7.11.2013
SCRIPT : gf_multiRivet
I uploaded another script on creativecrash. You can find it here.
It attaches the selected object(s) to a mesh, with a rivet. I use it a lot for facial rigs, but there's a lot of uses ☻
More info : http://the-rigging-clown.blogspot.fr/p/download.html
It attaches the selected object(s) to a mesh, with a rivet. I use it a lot for facial rigs, but there's a lot of uses ☻
More info : http://the-rigging-clown.blogspot.fr/p/download.html
7.08.2013
Autorig, Interface and more : VIDEO
I recorded a video to talk about my autorig, the animation interface and other things I usually add to a character rig. The video is quite long (35 minutes) but I wanted to cover every features.
I recorded this video in french. If you don't speak french... well that's too bad, because first, you won't understand what I say, and second, you'll never know what anticonstitutionnellement means...
Now seriously, I will record a series of shorter videos in english, focused on stuff like the limbs rig, the facial rig, the interface, the tools, etc...so stay tuned ☺
GF autoRig - Explications détaillées [FRENCH] from Guillaume FERRACHAT on Vimeo.
I recorded this video in french. If you don't speak french... well that's too bad, because first, you won't understand what I say, and second, you'll never know what anticonstitutionnellement means...
Now seriously, I will record a series of shorter videos in english, focused on stuff like the limbs rig, the facial rig, the interface, the tools, etc...so stay tuned ☺
GF autoRig - Explications détaillées [FRENCH] from Guillaume FERRACHAT on Vimeo.
7.06.2013
SCRIPT : gf_vertexSnap
I just uploaded a first script on creativecrash. You can find it here.
It snaps a selected object to the center of a selection of components on a mesh. I use it to snap joints inside a model, but I'm sure you'll find a lot of other cool uses :)
More info : http://the-rigging-clown.blogspot.fr/p/download.html
It snaps a selected object to the center of a selection of components on a mesh. I use it to snap joints inside a model, but I'm sure you'll find a lot of other cool uses :)
More info : http://the-rigging-clown.blogspot.fr/p/download.html
Autorig
As this is the very first post on this blog, I feel I should talk about my main tool as a character rigger.
This is actually my second autorig. The first one (https://vimeo.com/33766447) was written in MEL, and was provided with an animation interface with tools and pickers. It worked fine but was limited to a very specific type of character : 2 arms, 2 legs, 1 toe, 5 fingers and a thumb.
This new autorig is written in Python and presents much more options. Here is a video I made 2 months ago showing its features and how it works : https://vimeo.com/65519627 I did some improvement in the past 2 months but the most important things are in this video.
There's one thing I kept in mind when building the animation interface : it HAS to fit each and every character; I must be able to add controllers (facial rig, antenna, tail, etc...) that the interface is able to recognize. In order to do that, each controller's message attribute is connected to a multi message attribute on a group, so the features like the Select All button simply checks that attribute to create a list of all the controllers.
I'll write another post later to explain the details of how the interface works and how the pickers are generated dynamically.
This is actually my second autorig. The first one (https://vimeo.com/33766447) was written in MEL, and was provided with an animation interface with tools and pickers. It worked fine but was limited to a very specific type of character : 2 arms, 2 legs, 1 toe, 5 fingers and a thumb.
This new autorig is written in Python and presents much more options. Here is a video I made 2 months ago showing its features and how it works : https://vimeo.com/65519627 I did some improvement in the past 2 months but the most important things are in this video.
There's one thing I kept in mind when building the animation interface : it HAS to fit each and every character; I must be able to add controllers (facial rig, antenna, tail, etc...) that the interface is able to recognize. In order to do that, each controller's message attribute is connected to a multi message attribute on a group, so the features like the Select All button simply checks that attribute to create a list of all the controllers.
I'll write another post later to explain the details of how the interface works and how the pickers are generated dynamically.
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