Re-wrote my free selection-set creation script, 'ld_selectMe' in python.
Updates include a more dynamic UI, faster set creation and overall, a much better write of the actual selection script, allowing the same functionality but only much, much faster than its mel counterpart.
You can download the re-write for free here (mediafire.com)
or creativecrash here.
Any comments/suggestions welcome.
Showing posts with label ldunham1. Show all posts
Showing posts with label ldunham1. Show all posts
Friday, 13 April 2012
Wednesday, 14 March 2012
ld_mirrorMe v1.5.0
Edit: Source is now available on GitHub.
Alongside my softCluster script, you'll definitely notice a speed increase in your workflow.
Download it here (mediafire link).
Download, extract and place script in maya's script directory and use
import ld_mirrorMe ld_mirrorMe.GUI()
It's features are shown on this much quicker demo (v1.0.0), supporting multi-mirroring for all modes.
Full details:
- 3 modes:
1. Curve - mirrors nurbs curves, ideal for mirroring rig controls,
2. Mesh - mirrors geo, ideal for mirroring blendshape targets,
3. Deformer - mirrors only clusters (at present), uses object's pivot for mirroring.
- multi-mirroring on all 3 modes,
- choose mirror axis,
- search and replace,
- alter new objects position (currently either world 0, target, mirror or original - depending on mode),
- world position/rotation based, will work wherever or whatever the targets connected to,
- entry objects names retained, if multiple copies needed (ideal for multi-clustering),
- colourize option for Curves, if given curve is coloured (transform or shape), its mirror can be assigned a different colour,
- quick and simple to use.
Updates:
09/03/12 - 0.5.0
Initial working version.
10/03/12 - 0.9.5
Tidied UI and reduced/cleaned code.
13/03/12 - 1.0.0
Added colour option for curves.
Removed all pymel (speed issues).
Allowed multi-mirroring.
14/03/12 - 1.5.0
Thanks to Matt Murray for feedback for further improvements.
Added option to mirror world position of mirrored curve.
Added further error-checking for all modes.
Fixed bug causing unwanted locking of attributes.
Added option to disable colouring of mirrored curve.
Again, any feedback, problems/bugs or ideas lemmie know and I'll do what I can.
Saturday, 10 March 2012
ld_mirrorMe tool demo
Just made a quick demo for one of my 3 main toolsets, (ld_animateMe v2, ld_rigMe v1 and ld_mirrorMe v.9.5) the ld_mirrorMe tool, something I started a while ago but put off.
This demo primarily shows mirroring on objects from world 0, but everything is calculated from worldspace and works accordingly, it doesn't matter where it is or what its connected/parented to, the mirror will work as expected.
Details:
3 modes - Curve, Mesh and Cluster (at present),
- Curve - Primarily for mirroring nurbs curves for controllers, Mesh - Primarily for mirroring blendshapes (can mirror multiple targets at the same time), and Cluster - (developing for other deformers), given a deformer and its mesh will mirror the deformer over giving a correctly mirrored pivot and origin based on the objects pivot.
Search and replace feature,
Choose mirror axis,
Choose new objects position,
World based - will work wherever or whatever the targets connected to,
Entries retained, no need to keep adding same object of multiple copies needed,
Simple to use.
This was initially going to just be a tool for my rigging UI (ld_rigMe), but I prefer having it separate.
Any ideas/comments welcome.
This demo primarily shows mirroring on objects from world 0, but everything is calculated from worldspace and works accordingly, it doesn't matter where it is or what its connected/parented to, the mirror will work as expected.
Details:
3 modes - Curve, Mesh and Cluster (at present),
- Curve - Primarily for mirroring nurbs curves for controllers, Mesh - Primarily for mirroring blendshapes (can mirror multiple targets at the same time), and Cluster - (developing for other deformers), given a deformer and its mesh will mirror the deformer over giving a correctly mirrored pivot and origin based on the objects pivot.
Search and replace feature,
Choose mirror axis,
Choose new objects position,
World based - will work wherever or whatever the targets connected to,
Entries retained, no need to keep adding same object of multiple copies needed,
Simple to use.
This was initially going to just be a tool for my rigging UI (ld_rigMe), but I prefer having it separate.
Any ideas/comments welcome.
Sunday, 15 January 2012
RigReel 2010-11
Finally got round to uploading last years rig reel, still finishing off current one, will upload as soon as its done.
Reel Breakdown:
Sequence 1 (0026):
Rigged character ('Skitter') in Maya.
Setup nCloth dynamics for screen and node-based rig for timewarp in Maya.
Sequence 2 (0201):
Rigged character, 'Skitter', in Maya;
- Modular built, stretchable and dynamic tail rig based on hair dynamics with full Fk control system and blending, and control over main dynamic attributes to tweak shot specific and avoid intersection with props.
Sequence 3 (0937):
Rigged prop (table) in Maya;
- Fully driven by expressions to assist animators and provide continuity throughout show.
Sequence 4 (1034):
Rigged all characters and props in Maya;
- Including all facial rigs.
- All characters include controllable dynamic tails and ears, to assist animators and to assist retaining animation continuity.
Sequence 5 (1225):
Rigged character (Splish) in Maya;
- All rigs scaleable to assist animation.
- Stretchable Ik/Fk style spine rigs, identical setup and control for all characters to retain familiarity and allow interchangeable animation.
Sequence 6 (1655):
Rigged characters (Splish and Splash) and prop (controller), in Maya.
Sequence 7 (1855):
Rigged character (Splish) in Maya;
- All rigs with squash/stretch limbs, Ik/Fk blending, auto-flatten and foot-roll.
Sequence 8 (2173):
Assisted in animation in Maya, once rigging was complete.
Co-created Studio specific Animation and Pipeline Toolsets, including;
- Ik/Fk snapping,
- shared user creatable and customizable selection sets,
- animation key/curve cleaning, blending and re-timing,
- customizable animation trails,
- animation HUDs and automatic notification of shot completion and versioning.
Reel Breakdown:
Sequence 1 (0026):
Rigged character ('Skitter') in Maya.
Setup nCloth dynamics for screen and node-based rig for timewarp in Maya.
Sequence 2 (0201):
Rigged character, 'Skitter', in Maya;
- Modular built, stretchable and dynamic tail rig based on hair dynamics with full Fk control system and blending, and control over main dynamic attributes to tweak shot specific and avoid intersection with props.
Sequence 3 (0937):
Rigged prop (table) in Maya;
- Fully driven by expressions to assist animators and provide continuity throughout show.
Sequence 4 (1034):
Rigged all characters and props in Maya;
- Including all facial rigs.
- All characters include controllable dynamic tails and ears, to assist animators and to assist retaining animation continuity.
Sequence 5 (1225):
Rigged character (Splish) in Maya;
- All rigs scaleable to assist animation.
- Stretchable Ik/Fk style spine rigs, identical setup and control for all characters to retain familiarity and allow interchangeable animation.
Sequence 6 (1655):
Rigged characters (Splish and Splash) and prop (controller), in Maya.
Sequence 7 (1855):
Rigged character (Splish) in Maya;
- All rigs with squash/stretch limbs, Ik/Fk blending, auto-flatten and foot-roll.
Sequence 8 (2173):
Assisted in animation in Maya, once rigging was complete.
Co-created Studio specific Animation and Pipeline Toolsets, including;
- Ik/Fk snapping,
- shared user creatable and customizable selection sets,
- animation key/curve cleaning, blending and re-timing,
- customizable animation trails,
- animation HUDs and automatic notification of shot completion and versioning.
Wednesday, 4 January 2012
Iconicles VFX Showreel
My work includes;
All Character/Prop Rigs, as well as - Animation, Dynamics, Animation Tools and Pipeline Development/Tools.
Still sorting current showreel, will be up asap.
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