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as_HyperSkin : Auto Dual Skinning- Biped Rigs



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as_HyperSkin : Auto Dual Skinning- Biped Rigs

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Auto Skinning With Two Layers will eliminate few of corrective shapes at Elbows, Knees, Wrist and Finger Knuckles :)



Part-02 Of 03 (Bipeds):

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https://vimeo.com/182080524



Part-01 Of 03 (Bipeds):

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https://vimeo.com/181513025





Watch More Videos On Hyper Skin:

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1. as_HyperSkin (Quads):

https://vimeo.com/125718965



2. Advance Hyper Skinning System -v1.5 (AHSS) [ON BIPED]

https://vimeo.com/60102640



3. Hyper Skinning System -v1.0 [ON BIRDS]

https://vimeo.com/36643909



4. Advance Feature : Fingers Solver

https://vimeo.com/99795519



5. Hyper Skinning System -v0.4 :

https://vimeo.com/27093815



6. Snake Rigging Tool Kit (For Hyper Smooth only)

https://vimeo.com/132298330





as_HyperPoint (Quads):

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https://vimeo.com/158488532



as_HyperPoint (Birds):

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https://vimeo.com/145867286



Your critics and suggestions are welcome ..



Best Regards,

Subbu Addanki

as_HyperPoint : Auto Joints Placement - Biped Rigs (Part - 2 of 3)



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"Now joints' placement for Bipeds, Quadruped and  Bird rigs is just easy as never before .."



as_HyperPoint (Bipeds) for as_EasyRig (Auto Biped Rigging Tool)

Please see it in full screen mode for better clarity.



Model courtesy :

=============

www.makehuman.org



Tested as_HyperPoint  on these models - Girl, 2 Man models with different topology, woman, Lady and old man

Still R&D is going on for the better placement of joints and to support more features  ..

And more editing tools are WIP for for faster editing of joints placements ..



as_HyperPoint (Biped - Part 01):

==========================

https://vimeo.com/181513025



as_HyperPoint (Quads) :

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https://vimeo.com/158488532



as_HyperPoint (Birds) :

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https://vimeo.com/145867286



asNode -- A Node Based Auto Rigging In Maya (Part 01 : Video Tutorial)

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asNode played major role while developing as_HyperPoint for as_EasyRig, as_EasyQuad & as_EasyBird.

With this, Development time has been reduced drastically.

Here goes the link about asNode:

www.vimeo.com/118924262



Hope you enjoy it ..

as_HyperPoint : Auto Joints Placement - Biped Rigs (Part - 1 of 3)



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"Now joints' placement for Bipeds, Quadruped and  Bird rigs is just easy as never before .."



as_HyperPoint(Bipeds) for as_EasyRig (Auto Biped Rigging Tool)

Please see it in full screen mode for better clarity.



Model courtesy :

=============

www.makehuman.org and www.animium.com



Tested as_HyperPoint  on these models - Girl, 2 Man models with different topology, woman, Lady and old man

Still R&D is going on for the better placement of joints and to support more features  ..

And more editing tools are WIP for for faster editing of joints placements ..



as_HyperPoint (Bipeds : Part-02) :

===========================

https://vimeo.com/182080524



as_HyperPoint (Quads) :

==================

https://vimeo.com/158488532



as_HyperPoint (Birds) :

==================

https://vimeo.com/145867286



asNode -- A Node Based Auto Rigging In Maya (Part 01 : Video Tutorial)

========================================================

asNode played major role while developing as_HyperPoint for as_EasyRig, as_EasyQuad & as_EasyBird.

With this, Development time has been reduced drastically.

Here goes the link about asNode:

www.vimeo.com/118924262



Hope you enjoy it ..

as_HyperPoint (as_EasyQuad) : Auto Joints Placer For Quadruped Rigs



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as_HyperPoint (as_EasyQuad) : Auto Joints Placer For Quadruped Rigs



"Now joints' placement for quadruped rigs is just a piece of cake.."

Introducing as_HyperPoint(Quads) with as_EasyQuad (Auto Quadruped Rigging Tool)



Tested on 3 models - Wolf, Horse and Elephant ..

Still I am in need of more models for testing as_HyperPoint (Quads)



Still R&D is going on for the better placement of joints ..

And more editing tools are WIP for for faster editing of joints placements ..



asNode -- A Node Based Auto Rigging In Maya (Part 01 : Video Tutorial)

========================================================

asNode played major role while developing as_HyperPoint for as_EasyQuad.

With this, Development time has been reduced drastically.

Here goes the link about asNode:

www.vimeo.com/118924262



Hope you enjoy it ..

as_EasyExp (Facial Rigging)- Lips Auto Rigger & Hyper Skinning



as_EasyExp (Facial Rigging) : Lips N Eyes Auto Rigger with Auto Skinning For Lips ..

For the first time I have done Titles Design & Animation. Hope you like it ..
Check the same video for main presentation on facial rigging tools soon.

Features:
-----------
1. Generate the lip curves from selected edges on lips
2. One click to generate complete lips rig
3. Supports integration with different pipelines
4. Hyper Skinning (Auto Skinning) on Lips and Eye Lids
5. Auto orientation of controls
6. Pipeline friendly - Global Scaling etc

as_SmoothNearest:
-----------------------
It can be downloaded for free from this location:

http://www.creativecrash.com/maya/script/as_smoothnearest-a-magic-feature-from-hyper-skinning-system

as_EasyPicker - Advance Picker GUI Designer (R&D)



as_EasyPicker:
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Creates Picker GUI directly from the rig controls and view port

WIP:
------
1. Adding more buttons like ik/fk, mirror pose etc.
2. Adding more custom buttons
3. Removing overlaps between various buttons
4. Different size GUIs from same background
5. Facial GUI Creation
6. More options for customization
7. as_PickWalker - To walk through the different controls when they are hidden

2015 Scripting ShowReel




as_HyperPoint (Auto Bird Rigging) : Auto Joints Placer



"Now joints' placement for bird rigs is just a piece of cake.."
Introducing as_HyperPoint(Birds) with as_EasyBird (Auto Bird Rigging Tool)
Tested and proven on many bird rigs in production. Tight integration with as_EasyBird Tool.

asNode -- A Node Based Auto Rigging In Maya (Part 01 : Video Tutorial)
========================================================
asNode played major role while developing as_HyperPoint for as_EasyBird.
With this, Development time has been reduced drastically.
Here goes the link about asNode:
www.vimeo.com/118924262

Watch as_EasyBird Other Videos:
---------------------------------------------
1. Auto Bird Rigging In Maya (Crow Rigging)
http://vimeo.com/17439975
2. Auto Bird Rigging : Presentaiton on tail controls
http://vimeo.com/19255107
3. Rigging Wing Feathers on Peacock
https://vimeo.com/19689232

Hope you enjoy it ..

as_EasySnake (Auto Snake Rigging Tools) : Scaling & Path Animation



Hi This Is One More New Post Download This Free Maya Snake Rig From My Web Site:

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http://www.pythonscripting.com/downloads/3-maya-rigs/



Now this tool is available for sale. For details, contact : subbu.add@gmail.com

Prepared this video based on one of my client request, to attach scaled snake rig to motion path..



Chapters:

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00:05  - Scaling & Path Animation

02:32  - File download information



Various Other Tools for Snakes:

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1. as_EasySnake.py (Auto Snake Rigging Tool)

     https://vimeo.com/26042139

2. as_PathAnim (To Animate Snake Along Path)

    https://vimeo.com/17458250

3. as_SnakePaths (To Create Multiple Snake Paths)

    http://www.youtube.com/watch?v=Mo7OOZpPi-o&t=2m56s

4. as_MultiSnakes(To Animate Multiple Snakes Along Multiple Paths on Ground or Human Body etc.)

    http://www.youtube.com/watch?v=Mo7OOZpPi-o&t=2m56s

    https://vimeo.com/57951363



Advanced Snake Features will be shown in my next video.



Coming Soon: Multiple Snakes Crawling Animation on body and ground with Scripting:

 http://www.youtube.com/watch?v=Mo7OOZpPi-o&t=2m56s



Features:

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1. Various Types of Ctrl Shapes

2. Selection of No. of Joints and No. Of Ctrls

3. Flexibility at both ends

4. Initial Selection Type: Curve or Jnts

5. Ctrl Type: Grouped or Cluster Ctrl

6. Ctrl Parent Style: Individual or Parented to Next Ctrl

7. Random Ctrl Colors

8. Path Animation: Easy Snake Animation Along Path

9. Crawling Setup for Snake motion

10. Hyper Smooth for Skinning



New Updates:

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1. Create Basic Hierarchy

2.  Eyes Setup

3. Jaw Setup

4. Tongue Setup (in progress)



as_EasySnake Usage : Watch Following Demo (Usage In Movie)

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http://www.vimeo.com/27564200



You Can Watch: Advanced Hyper Skinning System

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https://vimeo.com/125718965

Advanced Hyper Skinning System -New Features & as_SmoothNearest (Auto Sk...



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You don't have to sweat bullets about Skinning anymore. Yep, I am serious! Rig anything from Props, toddlers to Beasts with my Flagship product "Advanced Hyper Skinning System". Stay tuned for the official release.



The critical part in any skinning is Division Of Regions according to Joints. Hyper Skinning can divide the skinning regions easily and Its weighting system is unique in its nature.. Even hyper skinning has joint level control with attributes 'blendMethod' and 'blendValue'. It's hyper smooth and as_SmoothNearest options are unbeatable. After Hyper Skinning, only maya skinCluster remains. No need of additional deformers. Hyper Skinning uses Maya's default 'Smooth Bind' option. After hyper skinning rig is as light as earlier with updated skinning. And its unique algorithm, preserves volume at different regions like elbows and shoulders..

asNode (Part 01) -- One node for most of the Rigging Work in Maya (Video Tutorial)



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asNode -- One node for most of the Rigging Process in Maya (Updated with Quick Example)
http://vimeo.com/subbu118/asnodefeaturestutorial

Download:
-------------
asNode along with example code as shown in video is available for free download here  :

http://www.creativecrash.com/maya/script/asnode-one-node-for-most-of-the-general-process-in-maya-rigging

Purpose:
-----------

This node is the key module in maya rigging process. One node for the most of the rigging process.
asNode is still going to include many general methods required for rigging / animation process.
It played key role in hyper skinning system as shown in below video:
asNode was developed with the inspiration from PyNode in PyMel, But with extended support to Rigging process.
And this doesn't depend on PyNode in PyMel. Its purely depends only on Maya api and maya.cmds.

Features:
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1. One node for most of the general process in Maya Rigging
2. asNode was developed with the inspiration from PyNode in PyMel
3. It has extensive support to Rigging and  General Pipeline.
4. Doesn't depend on any external modules like PyMel
5. Purely depends on maya.cmds and maya python api
6. Increase programming speed in rigging & pipeline upto 3-4 times
7. A Node with true Object Oriented Programming (OOP)
8. Auto completion list varies with change in node type
9. Tight Integration With All Auto Rig tools like (as_EasyBird, as_EasyRig, as_EasyQuad etc.)

Updates:
----------
2014.09.08 -- Updated asNode.rar with help file on all methods by adding 'asNode.pypredef'. Open it with wordpad
2014.09.21 -- Test files are added in asNode.rar for asN.addChild, asN.mConstrain etc
2015.02.05 -- Auto completion methods will update and change according the selection type of object
2015.02.06 -- Fixed the method : asN.jntOrient and added new methods : asN.get_2PosExtn, asN.get_2PosVect.
And added new example maya files

Future Updates:
-------------------
1. More rigging and pipeline related methods will be added to asNode

Usage:
--------
Apply asNode on any maya node and then start using following methods:
[ '_selected', 'addAttr', 'addAttrDivider', 'addChild', 'addPrefix', 'addSuffix', 'applyCtrlColor', 'asObj', 'attr', 'capitalize', 'center',
'centerPivot', 'child', 'connectAttr', 'connectionInfo', 'connections', 'constrainTo', 'contains', 'count', 'decode', 'delete', 'deleteAttr',
 'deleteHistory', 'deleteKey', 'deleteNode', 'deselect', 'disconnectAttr', 'distanceTo', 'dupeNVersionUp', 'duplicate', 'encode',
 'endswith', 'expandtabs', 'extendToParent', 'extendToShape', 'extractNum', 'find', 'format', 'freeze', 'fullName', 'getAttr',
'getChildren', 'getDirPos', 'getDirVect', 'getFaceList', 'getInputs', 'getNearestVtx_OnMesh', 'getOutputs', 'getPos', 'getPosJnt',
 'getPosLoc', 'getPos_Old', 'getPos_Vtx', 'getRot', 'getShape', 'getSibIndex', 'getVtxList', 'grpIt', 'grpIt_Old', 'hasAttr',
'hasAttrLocked', 'hasChild', 'hasParent', 'hasShape', 'hasUniqueName', 'hide', 'index', 'intersects', 'isChildOf', 'isCurv',
'isJnt', 'isLastJnt', 'isLoc', 'isMesh', 'isNodeType', 'isParentOf', 'isShape', 'isSkinMesh', 'isTrans', 'isalnum', 'isalpha', 'isdecimal',
'isdigit', 'islower', 'isnumeric', 'isspace', 'istitle', 'isupper', 'jntAxis', 'jntDist', 'jntOrient', 'jntOrientTo', 'jntRadius', 'join',
 'listConstraints', 'listHistory', 'listLockedAttrs', 'listRelatives', 'ljust', 'lockAttrs', 'longName', 'longestObj', 'lower', 'lstrip',
'mConstrain', 'mDistance_BB', 'mDistance_Vtx', 'moveAnimTo', 'moveAnimToGrp', 'moveValuesFromGrps', 'moveValuesToGrp',
'name', 'nearestObj', 'nearestPointOn', 'nextSeriesNode', 'nextUniqueName', 'nextVar', 'nodeType', 'numChildren', 'obj',
 'openAttrs', 'parent', 'parentTo', 'partition',
'pickWalkDown', 'pickWalkLeft', 'pickWalkRight', 'pickWalkUp', 'prefixHI', 'rename', 'reorderDeformers', 'replace', 'reverseConnect',
 'rfind', 'rindex', 'rjust', 'root', 'rotateBy', 'rpartition', 'rsplit', 'rstrip', 'scaleBy', 'searchReplaceAll', 'select', 'selectHI',
'selectSeries', 'selectSiblings', 'setAttr', 'setName', 'setPos', 'setRot', 'setSibIndex', 'shape', 'shapeCtrl', 'shortName', 'show',
'snapPivTo', 'snapPosTo', 'snapRotTo', 'snapShpTo', 'split', 'splitlines', 'startswith', 'strip', 'stripNum', 'swapcase', 'template',
 'title', 'transferAnimTo', 'transferAnimToGrp', 'translate', 'translateBy', 'unfreezeRotation', 'unfreezeTrans', 'unparent', 'untemplate']

Testing the asNode:
--------------------------
create two spheres named 'pSphere1' and 'pSphere2'
And then, Run these commands from python window

from asNode import *
p2 =asNode('pSphere2')
p2.select()
p2.snapPosTo([5,0,0])
asN =asNode('pSphere1')

#_ That's it, then start using:
asN.snapPivTo(p2)   #_ Now pSphere1's pivot is at 'pSphere2'
or
Create any maya poly object or locator then try this command
from asNode import *
node =asN._selected()[0]   #_ asN is short form for selecting selected objects..
node.rename('Ball')            #_ Rename to 'Ball'
node.addSuffix('_Sph')       #_ Now it adds '_Sph' suffix to the ball, But still node is updated with all these changes