Morpheus Rig 2
CG Monks is raising funds for Morpheus Rig v2.0 on Kickstarter! A biped human character rig for Maya that makes creating characters super easy so.
Last updated - 1/14/2011 Installation Instructions • Download the latest rig from page • Other scripts you'll need to download and install if you want all the buttons to work. • • • • • • Shelf installation • Make sure Maya is closed • Browse to your local maya directory. Typically found somewhere like this on windows 'C: Users [your name] Documents maya [maya version] ' • Copy the morpheus release pack prefs and scripts folders here • If all goes well, you should see the Morphy shelf load up next time you open Maya • Be aware, I don't have error checking on the Morpheus scripts yet so 'clicker beware' till I can get around to that:) • Be organized - I keep all of my rigs in a central location so that paths can be consistent. Also, if you don't use projects folder set ups for your workflow, I highly recommend doing so Introduction - How Does it work? There's nothing especially remarkable about how the rig works. I consider myself an intermediate rigger at best, there was much trial and error in Morphy's creation. It uses basic maya functions and pretty much is just a standard rig which I've then added 'shapeability' to via blendshapes and joints.
This is not feature level work by any stretch - there will be rough edges:) • The Facial Rig • The Facial rig itself is driven by blendshapes connected to the controls through a pose buffer. I used a pose buffer so that I could take this facial rig to another character and not have to set up all the node trees again.
I'm lazy like that. Tnodup.exe 1.4.2. The morphing in the face is accomplished via two avenues: joints for making major shifts in the shape of the whole head and a series of facial morphs to change specific features • The eye rig was honestly the most challenging portion in terms of 'shapeability' in trying to keep things in place when moving the eyes and scaling them. See my post here for details. The meat of the structure is using my good friend Scott Englert's eye rig setup and John Doublestein's lid setup. Bongiovi Dps Plugin Crack.
Both of which I've modified but each of which provided a huge step up in getting things going. • I used The Face Machine for two purposes: • To test the face during creation. The last few characters I've created I've used it for this. It's a great way to quickly check if you need more or better topology in an area before getting into the meat of of final blendshape creation. • To create the initial blendshapes.