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The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
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8.x
History
Created: | 02/04/2008 |
Last Modified: | 08/31/2009 |
File Size: | 1.73 MB |
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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Joel Anderson said almost 17 years ago:
hey this is a pretty cool looking character. Although, there are some things you could improve. Since you used an auto-rigging system (ie. advancedSkeleton https://www.animationstudios.com.au/ )I would give credit where it is due. The main thing is your parenting. I noticed that you have hidden the IKFK switch controls because they dont work. If you look at the setup in the outliner you will see that there are two groups (MotionSystem and DeformationSystem.) some of your geo is parented under the motionSystem, and some is under the DeformationSystem. Go back and parent (If you must) all the geo under the motionSystem joints only, then all the Advanced skeleton features will be usable. Also you could go through the geometry and delete the unecesary history. Very good for 12 years! -
aditya777 said almost 17 years ago:
Hey, u r doing great job , improving ur rig very fast, congratulations. here are some suggetions from me as an animator to make it great rig of t year- 1. make t eye blinks , just simple- frm set driven key scale t eyes so that they can be expanded, as well as closed as if he's, sliping or blinking. 2. If u can do add the third and 4 th torso part as it is required for showing force in push pull shots. 3. shoulders expresses most of t feelings, try to make them like animation mentor body mechanics rig. 4. Observe t moom 4 version Try to make torso parts like closely nearer to each other ealistic, but still segmented. 5. As an passonate animator i m requesting u to make one another rig of Disney pinocchio, I do have lot of material regarding rigging gnomon tuterials, if u want to improve ur skills please contact me on - 9226151704 and please make t Disney pinocchio rig if u can. i will give u t scatches of it. Ones again!!!!!!!! Great work inspite of less age!!!! -
andylt1 said almost 17 years ago:
well i must say for a twelve year old, nice job. i dont think my brain could have coped with rigging when i was twelve ;) but i did notice a few things you may be able to cleanup. the ik polvectors seem to move the geometry 'off axis' when you move them this is because the joints are not smack in the centre of your geometry (a simple way to get the dead centre of a spere is to snap two locators to some verts on opposite sides and use point constraint with no offsets)- not major but may look nicer. the FKCurveWrist_L can still be rotated and scaled even tho it gives some weire results by moving the fingers. i suggest locking it off so it cant be move. definately a decent rig. keep it up fella
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