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#1 04-19-2012 10:14 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
11 Rig vs. Bishop 2.0?
Hey folks -
Has anyone on here used both Bishop 2.0 and the 11 rig? I'm debating to do my next facial acting assignment with 11, as opposed to Bishop. I was really disappointed in the functionality of modifying Bishop 2.0, so I'm curious if anybody has used both rigs and has an opinion about it. From what I can tell, the 11 rig is much more powerful but .... I don't know, since I have no practical experience yet.
Thank you!
Ellie
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#2 04-19-2012 10:22 pm
- thelittlepenguin84
- Upright Citizen
- From: Bristol
- Registered: 03-30-2010
- Posts: 1451
- Karmojo: 47

Re: 11 Rig vs. Bishop 2.0?
Can you please expand on your comment of no practical experience?
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#3 04-19-2012 10:26 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Rig vs. Bishop 2.0?
I haven't used 11 for animating. But I did with Bishop in Class 4 and 5.
I am basically trying to decide if I am going to run into a problem that will require me to transfer my rig back to Bishop 2.0. I am in Class 5 right now, and my mentor has given me the blessing of using a rig outside of the school.... and 11 seems to be the most appealing and functional.
Last edited by elliebeth (04-19-2012 10:28 pm)
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#4 04-20-2012 8:22 am
Re: 11 Rig vs. Bishop 2.0?
elliebeth wrote:
.... and 11 seems to be the most appealing and functional.
Thanks!
I take that as a compliment
I'm not quite sure if eleven can compete against Bishop, I had no possibility to test Bishop 2.0 yet, but I just recommend you take a look at Eleven and see if it fits your needs. I would also like to know what you think of it, especially compared to a rig like Bishop ![]()
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#5 04-20-2012 9:29 am
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Rig vs. Bishop 2.0?
I am SUPER impressed with 11. I think 11 is more functional than Bishop so far. Clothes would be nice (but I am working around that). Does 11 have controls for the lip corners (to sharpen them)? That's one of the few things I haven't found....
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#6 04-20-2012 9:47 am
Re: 11 Rig vs. Bishop 2.0?
Hi!
Wow, that's really nice to hear
You tried the face deformers already? If not, you can activate them by setting face deformers to visible on the main ground controller. If that doesn't help, I might need to enhance that, still ![]()
You mean clothes as in extra clothes objects or just some better clothes textures?
Have you tried watching the tutorial videos already? Maybe that might be helpful, too
(If you don't fall asleep watching them, that is)
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#7 04-20-2012 9:50 am
Re: 11 Rig vs. Bishop 2.0?
well 11 really is great.. everything is really great exept for eye lids.. it intersect with eyeballs
but there eye corretion option which helps it .. but i hope it gets really corrected in there next verson
acting is a survival Mechanism-- Marlno Brando
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#8 04-20-2012 11:46 am
Re: 11 Rig vs. Bishop 2.0?
fakepivot wrote:
...but i hope it gets really corrected in there next verson
actually, nope, sorry
I think I remember that if you have the eyes look straight while the lids are closed, the eyes won't come crashing through the lids. Correcting this in the rig would be really hard and take up much time since this happens because the eyes are not entirely spherical. (And because I'm so f***ing lazy
)
Sorry for rambling ![]()
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#9 04-20-2012 11:56 am
Re: 11 Rig vs. Bishop 2.0?
hehe no problem .. wen i use it next time i will deal with it myself
and yea i understand rigging is a hard mind numbing thing! ![]()
acting is a survival Mechanism-- Marlno Brando
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#10 04-20-2012 12:41 pm
Re: 11 Rig vs. Bishop 2.0?
...but if you use the blink attribute you can connect the eye crash correction attribute with a driven key or someting, and wont have to bother about that again! ![]()
Edit: actually, I could factor this into the rig somehow... hmm...
Last edited by wolfor (04-20-2012 12:41 pm)
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#11 04-20-2012 12:58 pm
Re: 11 Rig vs. Bishop 2.0?
ahh yea that should be good idea i was thinking of more stupid one.. where i edited its geo ![]()
but anyway.. if anyone wanna learn lipsynck they should really put there hands on 11 coz of the easy of mouth shapes
i allways wanted to know...how you guys did that face deformers (face sculpters) ? im acually praticeing rigging in the holiday now and i built a simple model with lips and i wanted to do somthing like 11 has..
i found that it was really easy for me while lipsyncking
acting is a survival Mechanism-- Marlno Brando
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#12 04-20-2012 4:10 pm
- cosmicfool
- Upright Citizen

- Registered: 07-22-2008
- Posts: 684
- Karmojo: 45
Re: 11 Rig vs. Bishop 2.0?
wow, never noticed it had more face deforming options. Cool. If only it had a way to tighten up the mouth corners when it was open. That would really help it out.
me fail english, thats umpossible.
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#13 04-20-2012 4:24 pm
Re: 11 Rig vs. Bishop 2.0?
cosmicfool wrote:
wow, never noticed it had more face deforming options. Cool. If only it had a way to tighten up the mouth corners when it was open. That would really help it out.
You think this might be remedied by adding two more of these controls near each mouth corner, one on the upper lip and one on the lower? That might be pretty easy to do...
@fakepivot, to explain this in short, you create a blendshape of the face, add a lot of clusters or joints in that blenshape and connect them with the control objects attached to the rig. Now turn on the blendshape, and you're done! (now that was really short) ![]()
@elliebeth, sorry for hijacking your thread, I hope you don't mind ![]()
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#14 04-20-2012 4:29 pm
- cosmicfool
- Upright Citizen

- Registered: 07-22-2008
- Posts: 684
- Karmojo: 45
Re: 11 Rig vs. Bishop 2.0?
Did some playing with that idea. But cant make it too pretty. Yet.
You can smooth them out by scaling those corner deformers, but it's a bit of a hassle to get it looking nice.
me fail english, thats umpossible.
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#16 04-20-2012 8:52 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Rig vs. Bishop 2.0?
Hey wolfor
---- your advanced video answered a lot of my questions! The only thing I am now curious about is the eyes. If I use Rotate Z on the head --- the eyes get all crosseyed. That's the only thing I can't figure out --- otherwise 11 is better than Bishop!!!
Last edited by elliebeth (04-20-2012 9:38 pm)
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#17 04-21-2012 9:16 am
Re: 11 Rig vs. Bishop 2.0?
elliebeth wrote:
Hey wolfor
---- your advanced video answered a lot of my questions! The only thing I am now curious about is the eyes. If I use Rotate Z on the head --- the eyes get all crosseyed. That's the only thing I can't figure out --- otherwise 11 is better than Bishop!!!
Hmm funny I though I got rid of this problem... I'm having a look at it right now, seems like a very strange eye rig setup. I'll update as soon as i found the error. Cheers!
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#18 04-21-2012 4:19 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Rig vs. Bishop 2.0?
If it helps, it definitely does not happen in the v1.0 version of the rig. Just v1.1. ![]()
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#19 04-21-2012 4:26 pm
Re: 11 Rig vs. Bishop 2.0?
elliebeth wrote:
If it helps, it definitely does not happen in the v1.0 version of the rig. Just v1.1.
It does, actually
Thanks!
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#20 04-21-2012 11:03 pm
Re: 11 Rig vs. Bishop 2.0?
made a new version, check the regular thread: http://www.11secondclub.com/forum/viewt … 20#p127220
cheers!
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#21 04-23-2012 9:53 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Rig vs. Bishop 2.0?
I've found another difference between Bishop and 11, and I'm sorta curious if there is a way to get 11 to be a bit more like Bishop in this respect:
The IK legs in Bishop (and Stewie) let you move around the legs without any weird deformation of the skin. You can simply click on that one IK controller (the feet), and move it forwards or backwards.
However, I've noticed though with 11, you have to grab the IK foot controller as well as the knee pole vector, particularly if you are take the legs forward in 3D space. I am assuming that it's because in Bishop & Stewie, the pole vector is probably constrained or parented into the default IK foot controller - and then hidden from sight. Is there any way to do that with 11? I know you can hide the pole vector controller in 11, but that doesn't make it actually automatically animate with the IK foot controller. It only hides it.
In some ways I really appreciate that the pole vector is right there, seperate from the IK controller, because you have so much control. But it would be nice if there was a way for it to move around 3D space with the IK controller some times.
Last edited by elliebeth (04-23-2012 9:58 pm)
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#22 04-24-2012 7:26 am
Re: 11 Rig vs. Bishop 2.0?
Well, actually being there and being animatable is the main reason for the existence of the pole vector
You need to pull it out of the knee in order to use it, though. You can turn it off, on the IK handle there is a switch called 'Pole Vector On Off', and after that you just need to adjust/animate the twist attribute.
Furthermore, you can set the Knee Object space on the main controller on the ground to ankle, that will make the pole vector follow the foot.
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#23 04-26-2012 11:54 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Rig vs. Bishop 2.0?
Awesome! Thanks wolfor!
I am going to be animating my next assignment with 11 for sure. This should be interesting ![]()
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#24 04-27-2012 7:52 am
Re: 11 Rig vs. Bishop 2.0?
Good to hear it worked! I hope you're having fun with it ![]()
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