Dash Rig
Concept
This is a modular rigging system that I am developing to build my own rigging system from scratch. This is a work in progress. These concepts are simple to use, have a quick processing speed, and a high rebuilding capability. To realize these concepts I’m working on developing a system adapted parallel evaluation of Maya using my knowledge and the Maya C++ API.
Over View
・Automate rig construction
We can build a skeleton and rig with one click by placing modules according to the character’s shape. I’m also thinking of developing a function that enables us to place guides automatically in the future. Of course, we can add new modules in accordance with the development environment and upon request from animators.
・Fast proceeding rig
There are three points for developing this rig system in order to increase its speed. First, I’m not using expressions or python custom nodes because they can become bottlenecks. Second, I’m trying to decrease transform nodes as much as possible and I’m implementing rigs with matrix operations without using constraint nodes to avoid world evaluation. Third, I’m converting calculations used often to custom plugins with the Maya C++ API.
・High visibility
Controllers are constructed by using custom shaped nodes without using nurbs shape nodes. This custom node has an X-ray function, it is drawn preferentially over mesh. And this node has several attributes to change position, rotate, scale, color, shapes and so on.
Features
- FK/IK switch/match
- Space switch
- Compatible with parallel evaluation
- Mirrored axis for opposite controls
- Visibility switches for controls
- Game engine-friendly
- Scale controls
- Volume preservation
- Custom picker
- Simulation rig
Developing
- Place guides automatically
- Facial Rig
- Skirt rig with auto collision
- Retarget Functions
References
・mGear
http://www.mgear-framework.com/jp/
・DAIKIN CG Channel Seminar
https://www.comtec.daikin.co.jp/DC/cgchannel/video/202110-maya-rig-sem/view/