You are not logged in.
#1951 04-22-2012 12:38 pm
Re: 11 Second Club Rig
Hi!
They can be made visible with the other face deformers. ![]()
Offline
#1952 04-22-2012 5:29 pm
Re: 11 Second Club Rig
I made a new version, containing these updates:
The eyes don't act strangely anymore when the head is tilted.
I added some tweakers for the mouth corners (can be seen when the Face Deformers are activated), but they are, opposed to the other facial deformers, currently only translatable. I have also not really tested them so if anyone tests them and might want to let me know if they are working okay, I'd be really glad.
I just noticed that this specific feature is currently only working in Maya 2011 and above (maybe also in 2010, but I don't know that for sure), but I'll have a look at that later.
The third thing I changed is to make some more of the bodily Joints unselectable, so you don't accidentally select and key them, which does lead to unpredictable results that might mar your experience with this rig.
There is still one joint in the face that is selectable, so please set the viewports to make joints invisible before working, it will save you a lot of trouble.
I am still in the process of changing some deformations in the crouch area, and setting the clothes "textures" so they don't create any problems when increasing the body's tessellation.
Cheers!
Wolfi
Offline
#1953 04-22-2012 6:27 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Second Club Rig
Kind of a stupid question - is there an easy way to fix the Rz in the head with the previous version of rig by using a script/doing a certain set of actions in the outliner/attribute editor/channel box? I sorta modded 11 pretty heavily. ![]()
Offline
#1954 04-22-2012 7:09 pm
Re: 11 Second Club Rig
Actually, yes. I think if you edit the aim constraint's setting of the group containing the Eye_headCtrl (the group is called maineyectrl) like this:
Have fun!
Offline
#1955 04-24-2012 1:47 am
- cosmicfool
- Upright Citizen

- Registered: 07-22-2008
- Posts: 684
- Karmojo: 45
Re: 11 Second Club Rig
Just checked out the new 11.
Sadly I can't open it on my copy of maya. I run 2009, and it won't do it.
me fail english, thats umpossible.
Offline
#1956 04-24-2012 2:53 am
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Second Club Rig
Did you try opening the rig in a text editor and changing "requires Maya 2012" to "requires Maya 2009" ?
Offline
#1957 04-24-2012 7:11 am
Re: 11 Second Club Rig
Hi Matt!
As I said, these new mouth corner editing controllers require Maya 2011 or above, because of a constraint type I used for the control objects. Still working around that.
You can still have a look at it though, if you open the file in your Maya with the 'ignore version' tickbox ticked in the open file options you'll find those control object (still working fine) on default 0-0-0.
Offline
#1958 04-24-2012 2:44 pm
Re: 11 Second Club Rig
wolfor wrote:
Hi!
I'm in the process of solving this, so waiting is the best suggestion I can offer at the moment![]()
@Katana: Yea, and already replied! Great to have you back on the project
Didn't see a response. No problem. I've finished rebuilding the head geo. I should be able to start rigging Max11 again next week.
I am thinking of adding a Uvula though...
Last edited by katana (04-24-2012 10:03 pm)
Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"
http://artofchrisdonnelly.blogspot.com/
Offline
#1959 04-30-2012 8:19 pm
Re: 11 Second Club Rig
Is there a way of selecting all keyable controls?
I like to begin animation with setting a series of key poses, then key all the controls, and then time the poses out, and do overlaps, etc.
So far I'm turning off visibility of everything except NURBS Curves, drag selecting everything, and creating a selection set. But this probably doesn't get whatever might not be set visible by default, as well as anything else I don't know to look for or might accidentally miss in my initial selection.
So, can you include a few selection sets onto the rig?
Also, can you allow various portions of the geo to be visibility toggle-able as well? Being able to turn off arms, legs, head, etc. can really help simplify various stages of animation.
Thanks!
EDIT: Apologies if this has been addressed previously, or in the GUI. Never liked GUIs, and can't figure out how to make the forum search feature do just this thread.
Last edited by baglunch (04-30-2012 10:09 pm)
This is my signature line. There are many like it, but this one is mine.
Offline
#1960 04-30-2012 9:48 pm
Re: 11 Second Club Rig
Hi!
No need to apologize, I thought about implementing something like that, too. Still have to figure how to do that the best way, but as soon as I know, I'll put it in and then run around bragging about what cool scripter I am ![]()
Offline
#1961 04-30-2012 10:35 pm
Re: 11 Second Club Rig
baglunch, if you don't mind me asking, what is it you don't like about GUI's?
"Always bear in mind that your own resolution to succeed is more important than any other." - Abe Lincoln
The key to world domination
Offline
#1962 05-01-2012 12:34 am
Re: 11 Second Club Rig
Oh, just never saw the use of them. I have no problem with them, but, they generally take up too much screen real estate for things that can just as easily be done with keymapping, selection sets, shelf buttons, etc. I generally have a camera view open on one whole monitor, and then outliner, graph editor, and a perspective view open on the other monitor. Having a GUI would mean making something else smaller or covering something up.
This is my signature line. There are many like it, but this one is mine.
Offline
#1963 05-01-2012 1:00 am
- cosmicfool
- Upright Citizen

- Registered: 07-22-2008
- Posts: 684
- Karmojo: 45
Re: 11 Second Club Rig
Ya I tried that wolf, still couldnt get it open. It was a week or so ago though, perhaps i'll give it another go. It's a little late for the project i'm working on with it
But I managed to work around it and get some nice looks for it ![]()
me fail english, thats umpossible.
Offline
#1964 05-01-2012 1:18 pm
Re: 11 Second Club Rig
What's the difference between the edit pack version and the other file?
Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"
http://artofchrisdonnelly.blogspot.com/
Offline
#1965 05-01-2012 5:39 pm
Re: 11 Second Club Rig
The edit pack contains the actual blendshapes if someone wants to edit them. The normal version doesn't. That's all, actually. ![]()
Offline
#1966 05-01-2012 7:50 pm
Re: 11 Second Club Rig
ok thanks.
Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"
http://artofchrisdonnelly.blogspot.com/
Offline
#1967 05-03-2012 6:35 am
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Second Club Rig
I'm having a weird thing happen with 11. I am trying to select both IK arms and the main body mover, then translate everything forward. I really prefer selecting those 3 controllers, then middle clicking in the Channel Box on Tz to make a precise move. However, if I do that, one of the controllers (usually one arm - not both) goes in the opposite direction of the other 2 controllers selected. If I click on the arrow in 3D space and move them, the controllers will move forward like normal. However, that usually starts Translating in X also, instead of just Z. Is there anything I am missing? Stewie and Bishop don't work this way, so I am a bit puzzled.
Offline
#1968 05-03-2012 11:00 am
Re: 11 Second Club Rig
I'm guessing this is because one of the controller is turned the other way round. I haven't touched the rig on the IK controllers yet, and since I never had any complaints, I thought they must be working okay. I'll add it to my to do list ![]()
You could get by that for now if you add some controller object that these IK handles are constraint to and then animate those, that might work better.
Cheers!
Offline
#1969 05-03-2012 2:55 pm
- elliebeth
- Registered: 04-19-2012
- Posts: 25
Re: 11 Second Club Rig
Well it seems to work completely if you select the controller independently (and drag/middle mouse click in the same direction in the same axis). It only acts weird if you have more that one controller selected, then middle mouse click. Then it becomes wonky.
Offline
#1970 05-03-2012 7:17 pm
Re: 11 Second Club Rig
Your username is World of fun? xD
"Always bear in mind that your own resolution to succeed is more important than any other." - Abe Lincoln
The key to world domination
Offline
#1971 05-03-2012 8:22 pm
Re: 11 Second Club Rig
Camaro wrote:
Your username is World of fun? xD
Yea...lol.
Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"
http://artofchrisdonnelly.blogspot.com/
Offline
#1972 05-04-2012 8:19 am
Re: 11 Second Club Rig
Sorry, world of fun, I actually have no idea why you're getting these error messages.
Do they in any way hinder your working with the rig?
Offline
#1973 05-04-2012 12:33 pm
Re: 11 Second Club Rig
no. Rig works fine. I have triple checked the file locations and completely deleted/re-installed the rig.
I was just looking at it again, it may be because I have multiple versions on this system. (Maya 2011)
I'll delete all of them and just put one in.
One thing that might be a good add on is a text doc to tell the initiate where to put the files. Most of us probably know, but there may be a few out there that could use it.
Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"
http://artofchrisdonnelly.blogspot.com/
Offline
#1974 05-04-2012 12:49 pm
Re: 11 Second Club Rig
Sure thing, I'll add a text doc, so people know what the edit version does, and also where to put the files.
Good idea ![]()
Offline
#1975 05-04-2012 1:35 pm
Re: 11 Second Club Rig
Ok started fresh. The rig was not at 0,0,0 that was fixed. The warnings for the most part went away, but there were still some, including something that looked like it was searching for a Maya 2012 location. I set the paths for the textures, saved everything again as the master scene.
It loaded again clean.Started new scene.
I then did a reference, no problem. Everything is good now.
Conclusion : Multiple versions = Bad. ![]()
Thanks.
Last edited by katana (05-04-2012 1:36 pm)
Martyn's Quote "If every endeavor was ignored because someone had already done something similar the world would be a boring place. I think there's enough wonderfully talented people on this site to make this happen, and if they want to help, then i'm all for it, it can't hurt to try, can it?"
http://artofchrisdonnelly.blogspot.com/
Offline








