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Auto Rigging

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as_HyperPoint (Auto Bird Rigging) : Auto Joints Placer (Birds' Edition)

as_HyperPoint (Auto Bird Rigging) : Auto Joints Placer (Birds' Edition) from Subbu Addanki on Vimeo.

"Now placing joints for bird rigs is just a piece of cake.."

Now introducing as_HyperPoint(Birds) with as_EasyBird (Auto Bird Rigging Tool)

Tested and proven on many bird rigs in production. Tight integration with as_EasyBird Tool.

Watch as_EasyBird Other Videos:

---------------------------------------------

1. Auto Bird Rigging In Maya (Crow Rigging)

http://vimeo.com/17439975

2. Auto Bird Rigging : Presentaiton on tail controls

http://vimeo.com/19255107

3. Rigging Wing Feathers on Peacock

https://vimeo.com/19689232

Hope you enjoy it ..

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2015 Scripting ShowReel (Maya Rigging)

2015 Scripting ShowReel (Maya Rigging) from Subbu Addanki on Vimeo.

More details about these tools can be found at below links:

00:06 asNode : A Node based Auto Rigging In Maya
-----------------------------------------------------------------------
https://vimeo.com/118924262

01:06 as_SmoothNearest : Auto Smooth Skinning
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https://vimeo.com/125718965

01:33 as_HyperSkin : Advance Auto Skinning System / Hyper Skinning System
-----------------------------------------------------------------------------------------------------------
1. Hyper Skinning System -v1.5:
http://vimeo.com/60102640
2. Hyper Skinning System -v1.0:
https://vimeo.com/36643909
3. Advance Feature : Fingers Solver
http://vimeo.com/99795519
4. Hyper Skinning System -v0.4 :
https://vimeo.com/27093815
5. Snake Rigging Tool Kit (For Hyper Smooth only)
https://vimeo.com/26042139

02:40 as_EasyBird : Auto Bird Rigging
----------------------------------------------------
1. Auto Bird Rigging In Maya (Crow Rigging)
http://vimeo.com/17439975
2. Auto Bird Rigging : Presentaiton on tail controls
http://vimeo.com/19255107
3. Rigging Wing Feathers on Peacock
https://vimeo.com/19689232

03:02 as_EasySnake : Auto Snake Rigging
----------------------------------------------------------
1. as_EasySnake (Auto Snake Rigging Tools) : Travel On Path & Multiple Snakes
https://vimeo.com/132298330

2. Snake Rigging Tools & Path Animation:
http://vimeo.com/26042139

3. Practical usage of script in Movie:
http://vimeo.com/27564200

4. as_SnakePaths (To Create Multiple Snake Paths)
5. as_MultiSnakes(To Animate Multiple Snakes Along Many Paths on Ground or Human Body)
http://youtube.com/watch?v=Mo7OOZpPi-o&t=2m56s

6. Snake like movement for Hair
http://vimeo.com/54948913

7. Multiple Snakes on Human Body
http://vimeo.com/54949435

8. Automation Of Multi Snakes Animation On : Body and Ground (R&D)
https://vimeo.com/57951363

 

 

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as_EasySnake (Auto Snake Rigging Tools) : Scaling & Path Animation

Download This Free Maya Snake Rig From My Web Site:
-------------------------------------------------------------------
Now this tool is available for sale. For details, contact : subbu.add@gmail.com
Prepared this video based on one of my client request, to attach scaled snake rig to motion path..
Various Other Tools for Snakes:
--------------------------------------
1. as_EasySnake.py (Auto Snake Rigging Tool)
2. as_PathAnim (To Animate Snake Along Path)
3. as_SnakePaths (To Create Multiple Snake Paths)
4. as_MultiSnakes(To Animate Multiple Snakes Along Multiple Paths on Ground or Human Body etc.)
Advanced Snake Features will be shown in my next video.
Coming Soon: Multiple Snakes Crawling Animation on body and ground with Scripting:
Features:
-------------
1. Various Types of Ctrl Shapes
2. Selection of No. of Joints and No. Of Ctrls
3. Flexibility at both ends
4. Initial Selection Type: Curve or Jnts
5. Ctrl Type: Grouped or Cluster Ctrl
6. Ctrl Parent Style: Individual or Parented to Next Ctrl
7. Random Ctrl Colors
8. Path Animation: Easy Snake Animation Along Path
9. Crawling Setup for Snake motion
10. Hyper Smooth for Skinning
New Updates:
-------------------
1. Create Basic Hierarchy
2.  Eyes Setup
3. Jaw Setup
4. Tongue Setup (in progress)
as_EasySnake Usage : Watch Following Demo (Usage In Movie)
----------------------------------------------------------------------------------------
You Can Watch: Advanced Hyper Skinning System
----------------------------------------------------------------------

 

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asNode (Part 01) -- One node for most of the Rigging Work in Maya (Video Tutorial)

 

Download:
---------------
Available for free download here :
http://www.creativecrash.com/maya/script/asnode-one-node-for-most-of-the-general-process-in-maya-rigging
Purpose:
------------
This node is the key module in maya rigging process. One node for the most of the rigging process.
asNode is still going to include many general methods required for rigging / animation process. 
It played key role in hyper skinning system as shown in below video:
asNode was developed with the inspiration from PyNode in PyMel, But with extended support to Rigging process.
And this doesn't depend on PyNode in PyMel. Its purely depends only on Maya api and maya.cmds.
Features:
---------
1. One node for most of the general process in Maya Rigging
2. asNode was developed with the inspiration from PyNode in PyMel
3. It has extensive support to Rigging and  General Pipeline.
4. Doesn't depend on any external modules like PyMel
5. Purely depends on maya.cmds and maya python api
6. Increase programming speed in rigging & pipeline upto 3-4 times
7. A Node with true Object Oriented Programming (OOP)
8. Auto completion list varies with change in node type 
9. Tight Integration With All Auto Rig tools like (as_EasyBird, as_EasyRig, as_EasyQuad etc.)
Updates:
----------
2014.09.08 -- Updated asNode.rar with help file on all methods by adding 'asNode.pypredef'. Open it with wordpad
2014.09.21 -- Test files are added in asNode.rar for asN.addChild, asN.mConstrain etc
2015.02.05 -- Auto completion methods will update and change according the selection type of object
2015.02.06 -- Fixed the method : asN.jntOrient and added new methods : asN.get_2PosExtn, asN.get_2PosVect.
                   And added new example maya files
Future Updates:
---------------------
1. More rigging and pipeline related methods will be added to asNode
Usage:
--------
Apply asNode on any maya node and then start using following methods:
[ '_selected', 'addAttr', 'addAttrDivider', 'addChild', 'addPrefix', 'addSuffix', 'applyCtrlColor', 'asObj', 'attr', 'capitalize', 'center', 
'centerPivot', 'child', 'connectAttr', 'connectionInfo', 'connections', 'constrainTo', 'contains', 'count', 'decode', 'delete', 'deleteAttr',
 'deleteHistory', 'deleteKey', 'deleteNode', 'deselect', 'disconnectAttr', 'distanceTo', 'dupeNVersionUp', 'duplicate', 'encode',
 'endswith', 'expandtabs', 'extendToParent', 'extendToShape', 'extractNum', 'find', 'format', 'freeze', 'fullName', 'getAttr', 
'getChildren', 'getDirPos', 'getDirVect', 'getFaceList', 'getInputs', 'getNearestVtx_OnMesh', 'getOutputs', 'getPos', 'getPosJnt',
 'getPosLoc', 'getPos_Old', 'getPos_Vtx', 'getRot', 'getShape', 'getSibIndex', 'getVtxList', 'grpIt', 'grpIt_Old', 'hasAttr', 
'hasAttrLocked', 'hasChild', 'hasParent', 'hasShape', 'hasUniqueName', 'hide', 'index', 'intersects', 'isChildOf', 'isCurv', 
'isJnt', 'isLastJnt', 'isLoc', 'isMesh', 'isNodeType', 'isParentOf', 'isShape', 'isSkinMesh', 'isTrans', 'isalnum', 'isalpha', 'isdecimal', 
'isdigit', 'islower', 'isnumeric', 'isspace', 'istitle', 'isupper', 'jntAxis', 'jntDist', 'jntOrient', 'jntOrientTo', 'jntRadius', 'join',
 'listConstraints', 'listHistory', 'listLockedAttrs', 'listRelatives', 'ljust', 'lockAttrs', 'longName', 'longestObj', 'lower', 'lstrip', 
'mConstrain', 'mDistance_BB', 'mDistance_Vtx', 'moveAnimTo', 'moveAnimToGrp', 'moveValuesFromGrps', 'moveValuesToGrp', 
'name', 'nearestObj', 'nearestPointOn', 'nextSeriesNode', 'nextUniqueName', 'nextVar', 'nodeType', 'numChildren', 'obj', 
 'openAttrs', 'parent', 'parentTo', 'partition', 
'pickWalkDown', 'pickWalkLeft', 'pickWalkRight', 'pickWalkUp', 'prefixHI', 'rename', 'reorderDeformers', 'replace', 'reverseConnect',
 'rfind', 'rindex', 'rjust', 'root', 'rotateBy', 'rpartition', 'rsplit', 'rstrip', 'scaleBy', 'searchReplaceAll', 'select', 'selectHI', 
'selectSeries', 'selectSiblings', 'setAttr', 'setName', 'setPos', 'setRot', 'setSibIndex', 'shape', 'shapeCtrl', 'shortName', 'show', 
'snapPivTo', 'snapPosTo', 'snapRotTo', 'snapShpTo', 'split', 'splitlines', 'startswith', 'strip', 'stripNum', 'swapcase', 'template',
 'title', 'transferAnimTo', 'transferAnimToGrp', 'translate', 'translateBy', 'unfreezeRotation', 'unfreezeTrans', 'unparent', 'untemplate']
Testing the asNode:
---------------------------
create two spheres named 'pSphere1' and 'pSphere2'
And then, Run these commands from python window
from asNode import *
p2 =asNode('pSphere2')
p2.select()
p2.snapPosTo([5,0,0])
asN =asNode('pSphere1')
#_ That's it, then start using:
asN.snapPivTo(p2)   #_ Now pSphere1's pivot is at 'pSphere2'
or 
Create any maya poly object or locator then try this command
from asNode import *
node =asN._selected()[0]   #_ asN is short form for selecting selected objects..
node.rename('Ball')            #_ Rename to 'Ball'
node.addSuffix('_Sph')       #_ Now it adds '_Sph' suffix to the ball, But still node is updated with all these changes

Download:---------------Available for free download here :http://www.creativecrash.com/maya/script/asnode-one-node-for-most-of-the-general-process-in-maya-rigging
Purpose:------------This node is the key module in maya rigging process. One node for the most of the rigging process.asNode is still going to include many general methods required for rigging / animation process. It played key role in hyper skinning system as shown in below video:asNode was developed with the inspiration from PyNode in PyMel, But with extended support to Rigging process.And this doesn't depend on PyNode in PyMel. Its purely depends only on Maya api and maya.cmds.
Features:---------1. One node for most of the general process in Maya Rigging2. asNode was developed with the inspiration from PyNode in PyMel3. It has extensive support to Rigging and  General Pipeline.4. Doesn't depend on any external modules like PyMel5. Purely depends on maya.cmds and maya python api6. Increase programming speed in rigging & pipeline upto 3-4 times7. A Node with true Object Oriented Programming (OOP)8. Auto completion list varies with change in node type 9. Tight Integration With All Auto Rig tools like (as_EasyBird, as_EasyRig, as_EasyQuad etc.)
Updates:----------2014.09.08 -- Updated asNode.rar with help file on all methods by adding 'asNode.pypredef'. Open it with wordpad2014.09.21 -- Test files are added in asNode.rar for asN.addChild, asN.mConstrain etc2015.02.05 -- Auto completion methods will update and change according the selection type of object2015.02.06 -- Fixed the method : asN.jntOrient and added new methods : asN.get_2PosExtn, asN.get_2PosVect.                   And added new example maya files
Future Updates:---------------------1. More rigging and pipeline related methods will be added to asNode
Usage:--------Apply asNode on any maya node and then start using following methods:
[ '_selected', 'addAttr', 'addAttrDivider', 'addChild', 'addPrefix', 'addSuffix', 'applyCtrlColor', 'asObj', 'attr', 'capitalize', 'center', 'centerPivot', 'child', 'connectAttr', 'connectionInfo', 'connections', 'constrainTo', 'contains', 'count', 'decode', 'delete', 'deleteAttr', 'deleteHistory', 'deleteKey', 'deleteNode', 'deselect', 'disconnectAttr', 'distanceTo', 'dupeNVersionUp', 'duplicate', 'encode', 'endswith', 'expandtabs', 'extendToParent', 'extendToShape', 'extractNum', 'find', 'format', 'freeze', 'fullName', 'getAttr', 'getChildren', 'getDirPos', 'getDirVect', 'getFaceList', 'getInputs', 'getNearestVtx_OnMesh', 'getOutputs', 'getPos', 'getPosJnt', 'getPosLoc', 'getPos_Old', 'getPos_Vtx', 'getRot', 'getShape', 'getSibIndex', 'getVtxList', 'grpIt', 'grpIt_Old', 'hasAttr', 'hasAttrLocked', 'hasChild', 'hasParent', 'hasShape', 'hasUniqueName', 'hide', 'index', 'intersects', 'isChildOf', 'isCurv', 'isJnt', 'isLastJnt', 'isLoc', 'isMesh', 'isNodeType', 'isParentOf', 'isShape', 'isSkinMesh', 'isTrans', 'isalnum', 'isalpha', 'isdecimal', 'isdigit', 'islower', 'isnumeric', 'isspace', 'istitle', 'isupper', 'jntAxis', 'jntDist', 'jntOrient', 'jntOrientTo', 'jntRadius', 'join', 'listConstraints', 'listHistory', 'listLockedAttrs', 'listRelatives', 'ljust', 'lockAttrs', 'longName', 'longestObj', 'lower', 'lstrip', 'mConstrain', 'mDistance_BB', 'mDistance_Vtx', 'moveAnimTo', 'moveAnimToGrp', 'moveValuesFromGrps', 'moveValuesToGrp', 'name', 'nearestObj', 'nearestPointOn', 'nextSeriesNode', 'nextUniqueName', 'nextVar', 'nodeType', 'numChildren', 'obj',  'openAttrs', 'parent', 'parentTo', 'partition', 'pickWalkDown', 'pickWalkLeft', 'pickWalkRight', 'pickWalkUp', 'prefixHI', 'rename', 'reorderDeformers', 'replace', 'reverseConnect', 'rfind', 'rindex', 'rjust', 'root', 'rotateBy', 'rpartition', 'rsplit', 'rstrip', 'scaleBy', 'searchReplaceAll', 'select', 'selectHI', 'selectSeries', 'selectSiblings', 'setAttr', 'setName', 'setPos', 'setRot', 'setSibIndex', 'shape', 'shapeCtrl', 'shortName', 'show', 'snapPivTo', 'snapPosTo', 'snapRotTo', 'snapShpTo', 'split', 'splitlines', 'startswith', 'strip', 'stripNum', 'swapcase', 'template', 'title', 'transferAnimTo', 'transferAnimToGrp', 'translate', 'translateBy', 'unfreezeRotation', 'unfreezeTrans', 'unparent', 'untemplate']
Testing the asNode:---------------------------create two spheres named 'pSphere1' and 'pSphere2'And then, Run these commands from python window
from asNode import *p2 =asNode('pSphere2')p2.select()p2.snapPosTo([5,0,0])asN =asNode('pSphere1')
#_ That's it, then start using:asN.snapPivTo(p2)   #_ Now pSphere1's pivot is at 'pSphere2'
or 
Create any maya poly object or locator then try this commandfrom asNode import *node =asN._selected()[0]   #_ asN is short form for selecting selected objects..node.rename('Ball')            #_ Rename to 'Ball'node.addSuffix('_Sph')       #_ Now it adds '_Sph' suffix to the ball, But still node is updated with all these changes

 

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Advance Hyper Skinning System (Proxy Mesh)

 

Advance Hyper Skinning System (Proxy Mesh) -By Subbu Addanki from Subbu Addanki on Vimeo.

Its dream for many artists to see next phase in automation for skinning process

Now Hyper Skinning System comes with Advance feature : Solve Fingers (Additional treatment for fingers' skinning)
It is the only system it shows the automation process in skinning in video form on Internet..
Its unique in its nature to deliver best results like volume preservation at various areas on character.
Now it becomes more powerful with its advance features.. Solve Fingers & Smooth Nearest
I have utilized the Great Dane model in this presentation which is downloaded from creativecrash.com.
as_HyperSkin (Advance)
=================
For Details Contact At: subbu.add@gmail.com  or http://www.pythonscripting.com/contact/
ADVANCED HYPER SKINNING SYSTEM -Save your time in Skinning..
Note: Tested on MANY PRODUCTION CHARACTERS & Got BEST RESULTS
Visit For More Details:
http://www.pythonscripting.com/
As_HyperSkin
F e a t u r e s
==========
1. Volume Preservation at shoulders, hips & elbow like areas
2. Reduces Most Of The Skinning Process
3. Works On All Rigs (Biped, Bird, Quad, Snake etc.)
4. Works On Selected Vertices
5. Advance Feature : Solving Joints For Fingers / Toes
6. Advance Feature : Smooth Nearest Vertices (as_SmoothNearest)
7. Hyper Smooth : Automated Smooth Process
8. Auto Creation of 'Geo Centric Discs' including their shapes 
9. Tight Integration With Auto Rigs (as_EasyBird, as_EasyRig, as_EasyQuad etc.)
10. Works On Non-Manifold Geometry Also
11. Disposable Discs after usage, So No Extra burden to the Rig..
Watch Other Hyper Skin Videos:
======================

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Hyper Skinning System (HSS) For Maya : Art & Technic

Hyper Skinning System For Maya (Art & Technic) from Subbu Addanki on Vimeo.

Visit My Website For More : http://www.pythonscripting.com

My dream for the past 2 years has come true.
Finally, Scripting has proven its potential in Skinning also.
My ambition is to develop one script to handle all skinnings in all rigs. Now we are seeing here :)

There is an article about this video on French Web


as_HyperSkin:
---------------
It Automates Skinning Process In Maya by combination of Art & Technic

Features:
----------
1. Volume Preservation At Shoulders & Hips
2. Reduces Most Of The Skinning Time
3. Works On All Rigs (Biped, Bird, Quadruped etc.)
4. Works On All Selected Vertices
5. Resume Default Skinning On Selected Vertices At Any Time
6. Start Hyper Skinning From Default Skin At Any Time
7. Hyper Smooth - Automated Smooth Process
8. Auto Creation of 'Geo Centric Meshes' and their usage.
9. Tight integration with Auto Rigs (as_EasyBird, as_EasyRig etc.)
10. Works Based On Bones But Not Joints
Check as_EasyBird here : http://vimeo.com/17439975

Modules Used:
---------------
eRig, eMath, spRig

Work In Progress:
-------------------
1. Skin Correction Tool for various poses
2. Special Tools to get better feel at elbow & Knee areas
3. Addition of Skin Transfer to HSS.
4. Check here, for new features plus 'Quadruped Skinning' with v1.0

Watch my other videos about Skinning:
------------------------------------------
1. Hyper Skinning System -v0.4 
2. Skinning Transfer 
3. Snake Rigging Tool Kit

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