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Quick, simple rigging tools are essential
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  • Braden99
  • Posted: 07 November 2008 08:30 PM
  • Total Posts: 192
  • Joined: 25 December 2006 12:34 AM

Personally if I could only choose one tool that would be in Mudbox 2009 right now, it would be rigging tools. I don’t mind rigging a character in Maya to get the basic pose. Although I have found with my workflow, once I get the basemesh into Mudbox, and start detailing it, I change my mind, and I want to slightly rotate limbs, or bend a spine a bit more. Maybe if I hadn’t used Zbrush before using Mudbox I wouldn’t have this workflow issue (Zbrush’s Transpose tool). Anyway I’m guessing that i’m not alone, it is just more creative and dynamic having the ability to repose your character as your add more and more detail.This tool could be implemented nicer than the Zbrush tool, because of the 3D viewport manipulators, easier camera control and object list.

I would imagine you just click twice in 3D space, and this will just sort of snap the joints in the middle along one axis. The artist could then click the individual joints and move them with a manipulator, to place them exactly. Having all the functionality of Zbrush transpose also essential, move or scale joints to lengthen or shorten limbs, scale from a joint to increase scale of parts of mesh, and rotate joints to rotate limbs.

I would think rigging deserves it’s own little tab next to “Sculpt Tools......Paint Tools.....Select/Move Tools......Rigging Tools”, although I guess it could be intergrated into Select/Move Tools.

Also having the ability to save multiple rig setups for later use also very important, that would be a step up from ZBrush’s transpose tool. Then you could go back and move individual joints again with a manipulator.

Well that’s my number one feature I want! What do you guys think?

- Oh while i’m at it Mudbox needs a Anti-Aliasing Viewport Filter, should be able to dial it up or down or off. Important for renders to show clients etc.

- Maybe some people wont like this, but I believe having the option for the ViewCube from Maya would be awesome, it would be way quicker to get to top views, side views etc. At the moment it is a bit slow, so I can’t be bothered ever using those views much



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  • strages
  • Posted: 09 November 2008 03:36 PM

Braden99 07 November 2008 11:30 PM

Personally if I could only choose one tool that would be in Mudbox 2009 right now, it would be rigging tools. I don’t mind rigging a character in Maya to get the basic pose. Although I have found with my workflow, once I get the basemesh into Mudbox, and start detailing it, I change my mind, and I want to slightly rotate limbs, or bend a spine a bit more. Maybe if I hadn’t used Zbrush before using Mudbox I wouldn’t have this workflow issue (Zbrush’s Transpose tool). Anyway I’m guessing that i’m not alone, it is just more creative and dynamic having the ability to repose your character as your add more and more detail.This tool could be implemented nicer than the Zbrush tool, because of the 3D viewport manipulators, easier camera control and object list.

I would imagine you just click twice in 3D space, and this will just sort of snap the joints in the middle along one axis. The artist could then click the individual joints and move them with a manipulator, to place them exactly. Having all the functionality of Zbrush transpose also essential, move or scale joints to lengthen or shorten limbs, scale from a joint to increase scale of parts of mesh, and rotate joints to rotate limbs.

I would think rigging deserves it’s own little tab next to “Sculpt Tools......Paint Tools.....Select/Move Tools......Rigging Tools”, although I guess it could be intergrated into Select/Move Tools.

Also having the ability to save multiple rig setups for later use also very important, that would be a step up from ZBrush’s transpose tool. Then you could go back and move individual joints again with a manipulator.

Well that’s my number one feature I want! What do you guys think?

- Oh while i’m at it Mudbox needs a Anti-Aliasing Viewport Filter, should be able to dial it up or down or off. Important for renders to show clients etc.

- Maybe some people wont like this, but I believe having the option for the ViewCube from Maya would be awesome, it would be way quicker to get to top views, side views etc. At the moment it is a bit slow, so I can’t be bothered ever using those views much

In some points i can think along with you .. in others not..  I’ll explain:

the rigging tools are indeed handy. however I think there must be a more intuitive way then the transpose tool in zbrush. I like zbrush.. but i think mudbox can do it better. However mudbox should and will not be a full 3d package. We already have maya and/or max for it. It has to be optimized for its purpose.

The multiple rig setups is a handy feature… but can already be done quite easily by hand. have the same sculpture in different poses and produce one displacementmap from your current model and put them on that one. This way there will always be stretching, but as long as the uv’s are the same.. no problem is there… (dunno if zbrush has this function… but it would be really cool if mudbox could have this done automaticly.. if it doesnt cost any performance for people who dont use it..

anti aliasing can cost a lot of performance but would be cool to set on as an extra option under for example depth of field etc

the viewcube would be awesome.. better then… clicking the camera en choosing look through..... should be like a mix of the maya 8.5 viewcompass and the maya 2009 viewcube! :)

great!



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I agree on the rigging tools, the simpler the better.

I also agree that camera/viewport switching is an important issue.
Although the viewcube from Maya and 3ds MAX is a nice feature (as long as it only appears while a hotkey is pressed, as manually toggling it on and off every time is tedious), I still like the current zBrush workflow best. Holding shift (or whatever) and having the camera snap to 90 degreee angles. I have to say - that one time zBrush DID come up with the quickest and most intuitive workflow possible. No extra route, just one button.



Replies: 0