An Automated Pipeline for Generating Run-Time Rigs

On account of getting the flu at GDC, and then having to catch up on all of my work that wasn’t getting done, I’ve been a little behind, but I wanted to make sure I got up a write-up for my main conference presentation from GDC this year.
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AM Tools 1.05 and Unity Maya Extensions!

Although I still need to do a formal write-up for my GDC presentation, I do finally have all of the source code ready to go (or at least I think it’s ready enough), so I wanted to make it available for download now. Here’s a brief summary of changes:

  • All of my Python stuff is officially copyrighted under the MIT License now.
  • Since I know a fair number of people out there rely on decent API examples for learning, I refactored all of my plug-ins to conform to better practice.
  • As part of the plug-in refactoring process, the AM_HipConstraintCmd and AM_ShoulderConstraintCmd plug-ins are now deprecated, and the commands are contained in the same plug-in files as the nodes.
  • Math has been dramatically simplified in both the amHipConstraint node and amShoulderConstraint node. In the case of the latter, the results you get should be identical to before, while the former will yield some minor different results when out of the lateral plane of rotation.
  • All of my comments have been reformatted so that Doxygen can generate more useful information for the online documentation.
  • All tool help menus now link to the online documentation to bypass text formatting issues with maya.cmds GUI in Qt.
  • Added files module with utilities for batch conversion of files to FBX, or for downgrading Maya ASCII files. (Note it is pretty hacky and not tested especially thoroughly, but I included it in case anyone might find it helpful.)
  • Added unity sub-package with utilities for modifying files to work in conjunction with my Unity Maya Extensions.

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Crane Wars!

OK so I have been super busy lately, as evidenced by the frequency of posts since GDC. Sorry world! Touch KO is wrapping up in a matter of weeks, as is our new Blurst game, Crane Wars. Ben did a little walk through today to show the internets what we’ve been doing. Around 2:00 to 7:00 I show a face rig I did up Monday for one of the characters. It is entirely bone-based. Take a look!