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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2014, 2013, 2012, 2011, 2010
Operating Systems
History
Created: | 10/22/2012 |
Last Modified: | 07/10/2014 |
File Size: | 257 KB |
Keywords
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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tristratos said over 10 years ago:
As much as I like the additions of 2.0 version I find that the following issues need to be fixed 1) Colors of sample's scene of feathers should be as was in 1.0 so that at least using it in default, feathers would differentiate from each other 2) Now, after creating feathers, when one clicks on "Generate rig" he gets the following type of error: Please place the R_Tip locator at the tips of the last primary feather so the controls can be generated based on the feathers. Actually the systems demands from the user placing manually the R_Tip & R_Middle & R_Inside locators by hand. In previous version that step wasn't needed. Can't these be placed automatically from the script? After all the feather's placement is done from the script itself, and as such it should already know where those should be placed at right?? Last BUT not least a proposal (something that another user already proposed as well I think) Would it have been possible to add ncloth simulation with the all necessary constraints to the feathers so they may act according to physics when moved automatically ? Looking forward to reading your feedback!! -
Jake Hempson said over 10 years ago:
Thanks for the script - will be really useful not to have to make this all up from scratch. -
Harwin Sebastian said over 11 years ago:
Nice Job bro... the script is really awsom, becouse of your script i was able to learn how to rigg a wings THANKX A LOT -
Sandip Routh said over 11 years ago:
Nice Job. It is really very helpful, thank you. -
Heather Howard said about 12 years ago:
I'm still not sure how this comment system works so if this gets duplicated I apologize! I'm trying to respond to ourfriendbrutus (all I see are buttons to edit or delete the post, but not respond to it!): The tertial feathers are actually the name of the innermost three secondaries on real birds (https://www.falconsongstudios.com/Thesis/Images/SibleyWingGroups.jpg), they don’t have separate control or movement from secondaries, just a different shape. I only added them as a requirement for the model in order to keep the look/shape of the wing correct, otherwise I’d have just used secondary feather models. I don’t plan on adding control for the tertials because they’re really secondaries and a control for them would be kinda redundant. Added to address edit comment: They aren't parented to the bone closest to the body (humerus) because in real birds feathers grow in "tracts" and the secondaries grow down the radius and tertials are the last feathers around the elbow. No flight feathers grow on the humerus. (https://www.falconsongstudios.com/Thesis/Images/FeatherTracts.jpg) Humeral feathers grow in the humeral tract on the humerus and I've been tempted to add those to close that gap between the wing and body, which is what happens in a real bird. However, I keep coming back to it and thinking that those feathers, as well as the lesser covert feathers, would be better solved by using a feather system like Dodo master (https://www.creativecrash.com/maya/downloads/scripts-plugins/character/c/dodo-master-feather-system-for-maya-update-v0-2--2/). -
ourfriendbrutus said about 12 years ago:
Right now there's no support for tertial feathers. Their existance is mentioned in the script, but don't seem to have been added in the construction process the same as the other feathers. Any ideas? EDIT: Okay, I see them now, but there's no control for them, and they're not parented to the bone closest to the body. Seems like that's not quite ideal. -
Heather Howard said about 12 years ago:
Thank you for the input, Scorpion_wacom! I sent you a response to your email. I like your ideas and would like to see if we could implement them! -
Scorpion_laz said about 12 years ago:
Great job! The script is clean and it’s already very useful. It would be nicer however if we could define the shape of the wing more precicely. I have an idea: can you try to plug the nHair system, so that the hair curves act like deformators? Let’s say, we try to connect the dynamic curves to feathers geometry with a wire-deformer. -
Joel Anderson said about 12 years ago:
Amazing! Really great! I have just started to play around with it. It seems to be very easy to understand, I really like the controls.
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