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#1876 10-31-2011 9:31 am
Re: 11 Second Club Rig
Did you reference the character? Is possibly anything you're trying to load on an external drive you computer has trouble accessing? I had three of them in one scene, and never experienced any problems loading that scene with any resolution...
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#1877 11-01-2011 12:02 am
- Chris.Daley
- Participator
- From: Massachusetts
- Registered: 08-18-2011
- Posts: 65
- Karmojo: 6
Re: 11 Second Club Rig
I'm referencing it, yes. Nothing's on an external drive, and the scene file is about 2.5MB. It takes about 10-15 minutes to open, too. I read that something with light linking is (or was) a problem with slowing down Maya scenes, but I didn't find anything involving lights or light linking in the Outliner. No idea what the problem could be!
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#1878 11-04-2011 6:46 pm
- shinde mahi
- Registered: 09-17-2011
- Posts: 39
Re: 11 Second Club Rig
When i render that time showing render is black(model face) so please tel me
which is setting changes
Thanx
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#1879 11-04-2011 7:34 pm
- morrsken
- From: Sweden
- Registered: 05-06-2011
- Posts: 4
Re: 11 Second Club Rig
I have the same problem with the face and hands rendering black. I looked at the shaders and googled a bit to try to find the solution, but didn't. I'm sure it's super easy ![]()
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#1880 11-04-2011 9:50 pm
Re: 11 Second Club Rig
Chris, honestly I have not the faintest idea what the problem can be, sorry! Also sorry for answering so late ![]()
Shinde and Morrsken, I guess you didn't load the textures? Does the face show grey or flesh colored in the textured viewport? If its gray (even with textured in the viewport) you need to direct the shader to the path the texture is located.
Let me know if that helped ![]()
Cheers!
Wolfi
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#1881 11-06-2011 3:09 pm
- morrsken
- From: Sweden
- Registered: 05-06-2011
- Posts: 4
Re: 11 Second Club Rig
Ah, yes, thanks wolfor. I realized I was just looking at the wrong shaders ![]()
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#1882 11-28-2011 5:20 pm
- Chris.Daley
- Participator
- From: Massachusetts
- Registered: 08-18-2011
- Posts: 65
- Karmojo: 6
Re: 11 Second Club Rig
I think I found the Eleven rig bug I mentioned earlier. Retracing my steps, I believe that: I turned NURBS curve visibility off (by clicking Show --> NURBS Curves above the viewport) and saved/exited. I reopened the file and turned NURBS curve visibility back on, then saved/exited. Upon reopening this file, it's taking bloody forever!
Last edited by Chris.Daley (11-28-2011 5:55 pm)
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#1883 11-28-2011 5:29 pm
Re: 11 Second Club Rig
Yea, I had this happen to me on my take animation with the malcolm rig too. I tried virtually everything, deleting unnecessary animation curves, using scene cleanup, you name it, I've tried it. Last thing that worked for me was was to export all the animation curves into a fresh new scene with the rig.
For that, there is a neat script that can export/import all animation curves. I believe it's called DKanim: http://www.creativecrash.com/maya/downl … /dkanim--3
hope this helps you a bit ![]()
When I get home, I'll try to see if I can reproduce that error the way you described it.
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#1884 11-28-2011 5:53 pm
- Chris.Daley
- Participator
- From: Massachusetts
- Registered: 08-18-2011
- Posts: 65
- Karmojo: 6
Re: 11 Second Club Rig
Thanks, Wolfor! I had trouble getting DKanim to work when I first tried it a couple of weeks ago, but I found PAIE: http://www.creativecrash.com/maya/downl … ion/c/paie
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#1885 11-28-2011 6:04 pm
Re: 11 Second Club Rig
Yea that seems to look promising as well, did you try to import/export the animation in order to get the scene load in a normal time again? Did it work?
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#1886 11-28-2011 6:30 pm
- Chris.Daley
- Participator
- From: Massachusetts
- Registered: 08-18-2011
- Posts: 65
- Karmojo: 6
Re: 11 Second Club Rig
Well, the problem seems to be affecting previous iterations of my file... o.O Maybe it's messing with the referencing (for some strange and currently unknown reason)?
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#1887 01-01-2012 10:44 pm
Re: 11 Second Club Rig
Hi all!
I finally managed to get rid of all (well, at least most of) the bugs, and am able to call this the version 1.0. Iwanted to add some more customizations, but, alas, didn't have the time for it
But that will come, hopefully in a very short time ![]()
What I did address were many bugs, but also some things on the wishlist, like:
-clenchable jaw muscles
-adams apple incl. chin swell
-nose flare
-twist attributes for the IK limbs incl. toggleable polevectors
-toggleable volume preservation for the torso and for the limbs
-eye deformer
-cranked up the facial shapes, so you can go even more extreme
-added inflatable lips, please be aware that this option may produce some undesired shapes together with the roll in/out of the lips. Still working on that ![]()
-...
What I didn't add yet were some more customizations like fat, buff, new beards, hairstyles, etc also I didn't manage to add object space for the elbows (sorry Camaro) because of an untraceable dependency cycle and no movable hairline (yet) because this would mean some extra work modeling, too.
What I didn't modify either was the stretch on the elbow pinning, because since I have to reverse-engineer this rig (which has been made by Angelo, now rigger at iAnimate) I could only partly find out how this pinning has been done, and every attempt to modify this to work without stretching has been in vain. So, if you want to use the elbow pinning, please bear in mind, that a) this feature is still experimental and b) you need the pole vector to be turned on for this.
I've released two versions of the rig:
the plain v1.0 is just the rig, and nothing but the rig, none of the additional "history" of the rig included, and best for most animators, and an edit pack, that includes all available blendshapes, etc.
I hope you'll have fun, and if you encounter any bugs, or have any other wishes, don't hesitate to send them to me either via the bugtracker on the elevenrig blog or the 11secoundclub forum thread.
Cheers!
Wolfi (who now goes to bed very tiredly
)
Last edited by wolfor (01-02-2012 10:40 am)
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#1888 01-01-2012 11:09 pm
- thelittlepenguin84
- Upright Citizen
- From: Bristol
- Registered: 03-30-2010
- Posts: 1404
- Karmojo: 47

Re: 11 Second Club Rig
Yay!!!!! Happy 2012 Wolfi!!!
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#1889 01-02-2012 12:18 am
Re: 11 Second Club Rig
Cant wait to give it a go, im part way through an animation already, with varias parent constrains going on at the moment so will have to wait till next time.
I followed camero's contraint vids to setup wrist contraints to work with other objects. Is it poss to set something like this up on the rig. I know the original wrist controllers would be constrained. But people could use the new Helper controls to move the wrist. My one is just a cude volume helper, but maybe a nicer looking helper could work, and then hide the original.
I understand if you think this is a stupid idea.
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#1890 01-02-2012 10:33 am
Re: 11 Second Club Rig
Yay! Happy 2012 everyone! (Sorry I forgot
)
Owen, you were trying to constrain the hands to the box? For that, you change the Object space of the IK arms to "Object" (I think it's called that way), and set this to visible.
You can find this on the main controller on the floor, sorry if I can't tell you the exact names for it, but I don't have maya on my computer at work ![]()
What this does is make some objects visible inside the hands, that can be constrained to any other object and thus doing what you want it to, at least I hope it does, sorry if I understood you wrong ![]()
What I forgot to mention is that the new version of eleven is NOT compatible with the old RC1 version. So please don't load your old animation with this new version.
And a how to video will follow shortly, explaining all the awesome features Eleven has to offer, and another video on how to customize his appearance.
Cheers!
Wolfi
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#1891 01-02-2012 10:44 am
- thelittlepenguin84
- Upright Citizen
- From: Bristol
- Registered: 03-30-2010
- Posts: 1404
- Karmojo: 47

Re: 11 Second Club Rig
Hello Wolfor,
I will soon need a little chat with you. You know I have been keen on promoting the rig on the blog to enable people to get the full maximum use out of it. This will include a basic breakdown how to set up the rig, if the textures are not loaded upon opening.
Possibly, if a clothing tutorial was made, we could produce a mini-challenge some time, asking if people wish to create a design for Eleven. These could maybe be hosted on Romain Digonnet's website? Just an idea, which doesnt need to happen immediately.
I hope to finally do something similar with the Morpheus rig too. Again, please don't expect this to happen overnight, but something I definately wish to see take place soon.
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#1892 01-02-2012 11:33 am
Re: 11 Second Club Rig
That's brilliant, Thanks for letting me know.
wolfor wrote:
Yay! Happy 2012 everyone! (Sorry I forgot
)
Owen, you were trying to constrain the hands to the box? For that, you change the Object space of the IK arms to "Object" (I think it's called that way), and set this to visible.
You can find this on the main controller on the floor, sorry if I can't tell you the exact names for it, but I don't have maya on my computer at work
What this does is make some objects visible inside the hands, that can be constrained to any other object and thus doing what you want it to, at least I hope it does, sorry if I understood you wrong
-snip-
Wolfi
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#1893 01-02-2012 2:56 pm
- Kibi
- Registered: 01-02-2012
- Posts: 6
Re: 11 Second Club Rig
Looks to be a great rig! Cant wait to start using it! Lots of great features ![]()
Just have a bit of a problem.... sorry if this has already been asked and maybe I'm just not looking in the right place. I downloaded the version 1.0 and opened in maya 2012, everything works fine except for the IK on the left arm. The arm wont move with the controller but its fine on the right arm.
Any help to fix this much appreciated
thanks!
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#1894 01-02-2012 3:24 pm
Re: 11 Second Club Rig
funny I had this problem too, but on both arms, but forgot about it again because I then rigged it in maya 2009 for compatibility reasons. I don't know the reason for it, but if you locate and move the l_shoulder joint just a bit, maya realizes that there is an ik control and evaluates it correctly. The moved joint snaps back to its place once you start moving the ik controller.
If anybody has the slightest idea why maya does that in 2012, and doesn't in 2009, please let me know ![]()
Edit: I found this website, and this seems to be the problem described, so this workaround seems to be what you need to do:
http://www.braverabbit.de/playground/?p=507
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#1895 01-02-2012 8:31 pm
- Kibi
- Registered: 01-02-2012
- Posts: 6
Re: 11 Second Club Rig
Thanks! It worked perfectly!
time to animate ![]()
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#1896 01-02-2012 9:38 pm
Re: 11 Second Club Rig
Glad to hear that! which one worked? the joint moving or the workaround by braverabbit?
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#1897 01-02-2012 11:49 pm
Re: 11 Second Club Rig
Kibi wrote:
Looks to be a great rig! Cant wait to start using it! Lots of great features
Just have a bit of a problem.... sorry if this has already been asked and maybe I'm just not looking in the right place. I downloaded the version 1.0 and opened in maya 2012, everything works fine except for the IK on the left arm. The arm wont move with the controller but its fine on the right arm.
Any help to fix this much appreciatedthanks!
Actually, I found that utilizing the newest Service Pack 1 for Maya 2012 gets rid of this problem, too ![]()
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#1898 01-03-2012 12:17 am
- Kibi
- Registered: 01-02-2012
- Posts: 6
Re: 11 Second Club Rig
The braverabbit workaround worked for me
and only took a few seconds, perfect ![]()
and nice! an extra backup fix lol thanks very much!
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#1899 01-04-2012 2:43 am
- DaveGallagher
- Upright Citizen

- Registered: 02-02-2010
- Posts: 97
- Karmojo: 43
Re: 11 Second Club Rig
Hi! I'd be curious to know if this problem (with Malcolm) is appearing on Mac computers only. If you import the reference, does the problem go away?
I haven't had a test scene to look into this yet.
wolfor wrote:
Yea, I had this happen to me on my take animation with the malcolm rig too. I tried virtually everything, deleting unnecessary animation curves, using scene cleanup, you name it, I've tried it. Last thing that worked for me was was to export all the animation curves into a fresh new scene with the rig.
For that, there is a neat script that can export/import all animation curves. I believe it's called DKanim: http://www.creativecrash.com/maya/downl … /dkanim--3
hope this helps you a bit
When I get home, I'll try to see if I can reproduce that error the way you described it.
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#1900 01-04-2012 9:41 am
Re: 11 Second Club Rig
DaveGallagher wrote:
Hi! I'd be curious to know if this problem (with Malcolm) is appearing on Mac computers only. If you import the reference, does the problem go away?
I haven't had a test scene to look into this yet.
Hi Dave!
No this actually occurred on windows 7 x64 with maya 2011 (or 12, cant remember) I didn't try importing the reference, (so I didn't try everything after all, you caught me there
) and I actually don't think this happened because of malcolm but because of a glitch inside maya, and is (un)fortunately not replicable. But if you want, I can go have a look for that corrupted scene and send it to you? Might take a few days, though...
I'd be glad, maybe you can find the error...
Cheers!
Wolfi
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