Copyright (c) 2024
The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
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8.x
Operating Systems
History
Created: | 09/23/2008 |
Last Modified: | 08/28/2009 |
File Size: | 6.07 MB |
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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jia loon said almost 15 years ago:
this is really a great model but the skinning is really bad -
jraja said almost 15 years ago:
Thanks a Ton Man! -
Corey Waldusky said about 15 years ago:
flavoracid: IK isn't so bad on arms, even when not locking the hands for a specific action. i use IK for alot of my animations, and it works great. However, I agree with the rest of the issues in this rig. Another thing to look up would be FK/IK blending, allowing the best of both world. I like doing IK for blocking and breakdowns, and if the rig has a nice FK/IK blend, I'll use FK for the tweaking. It's a nice feature for a rig like this. Also, since he is a martial artist, look into auto shoulder, being sure to add a control for adding in additional movements and isolated movements in the shoulder. Makes the animators life alot easier, as pulling off a good martial arts display is hard enough. I love the model and textures, but the rig does need some work. I'm hoping you'll update the rig soon, so I can use it effectively. -
flavoracid said about 15 years ago:
I've spent years in school learning about Animation. Let me say I can't model for crap. I can't. But after working with hundreds of rigs, this one is really terrible. Your model is beautiful, and so is your texture work. I was excited to work with this but... fail. Look.. your rig, the way it is now, is great for posing this character. I can pose him no problem. But quite frankly, no animator in their right mind uses IK on arms. Unless you need a very specific animation, like riding a motor cycle, or a horse, or serving food on a platter, everyone animates in FK. When I switch the rig to FK the controls are lost. Not only does it not move to FK but the IK seems to override s-... it's a mess. Next, spine controllers should be either Rotate/Translate, or just rotate. I've never seen a 'sway' attribute. But rings around the torso, not just cluster deformers controlled by 3 spine controls. I think you're seriously underestimating the power of using Nurb Circles, and orient/point/parent (whatever) constraining them to the bones. I don't see any clav controllers, and that's key when shoulders hit their max rotational values, and u need to deform the chest/back for further reach. Look... there are hundreds of shitty models/rigs on this website, but the reason why I am coming down so hard on you is because this is a great model, and I really wanted it to be a great rig. Get the art of rigging volume 1. I guarantee if you read the first chapter of that book your rigging skills will improve 10 fold. -
Doug Hines said about 16 years ago:
First off, I am very happy with this rig. It's very cool. However... There seems to be an issue when you rotate the upperBody_Ctrol and then attempt to translate it... the upper body scales/implodes into the lower body. Also, the orient constraints on the wrist controls override the FK controls. This Makes the hands stay at the same WS orientation when rotating the upper arm parts in FK mode which makes it to continuously tweak the wrist FK control orientation. And lastly, there appears to be a ton of history on the geometry. -
apumia Hossain said about 16 years ago:
This is amazing. I couldn't believe that one can do a complete rig in a very first time.
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