SCRIPTS


C++-Plugins

MEL-Scripts (Maya)

VBScript-Scripts (Softimage XSI)


C++-Plugins (Maya)

   

bittnerSkinSaver 1.0

bittnerSkinSaver.rar

this is a plugin, that saves and loads skinWeights for
skinCluster (smooth bind).
It`s done expecially for objects with bigger polygon-counts
and influence-counts.

source bittnerSkinSaverUI.mel, install bittnerSkinSaver.mll
(in the Plug-in Manager - Browse ..)
run: bittnerSkinSaverUI()
UI should open

Objects:
---------
Specify File (on the "..." button), select objects (polygonobjects)
and press "save Skinweights .."
for loading the skinWeights, make sure, the right
file is still in in the textfield (if not, than
press "..." to load the file - ignore the file-exists-warning)
if the name of the objects is still the same, don`t
select anything for that! if you select an object, it
loads the skinWeights to this object.

Vertexes:
----------
Specify File, select vertexes (only for one polygon-object!) and
press "save skinWeights for selected Vertices"
for loading the weights, select polygonobject (transform-node)
and press "load skinWeights"


tested with Maya 8.5

 



MEL-Scripts (Maya)

   

autoRig

download
files
download demonstration video

This is an autoRig, based on bittnerRig3. You can rig a character with it, remodel the polygon-object, and then on pressing a button, the whole rig can be recreated automatically to the new proportions of the polygon-model.

How to use:
1. Open a character in Maya, import the file guide.mb, drag and drop the file proloRig.mel into Maya and type "proloRig" into the commandline. So you get the new menubar called "PROLORIG"
2. adjust the guide-rig while moving the cubes, until it fits to your character.
You can use some extra features, if you press the box beside "create Rig" (in the menuBar PROLORIG): if you select a joint, you can toggle between linear and unLinear; if you select a cube you can parent and unParent its child-cubes; and if you select some polygon-points of the character, you can move the closest cube into the middle of all the points.
Press "create Rig".
3. bind the character to the skin-rig (you can see the skin-rig, if you press "skinning" -> "toggle vis of controll and skin-rig")

Changing the model:

if you want to change the polygon-model, you first have to create the right model for it:
select the polygonmodel, and press "remodel" -> "create Model".
remodel the created Model, then press "recreate Rig".

Known bugs and limitations:
- remodeling only works, if the character is only one object (solution: merge all polygons together)
- everything has to be symetric, it doesn`t work well for un-symetric characters.
- back only works in FK-mode. Switching to IK makes strange results
- if you remodel it, you can only move the components. The topology has to stay the same.



tested with Maya 7.0


 

 
   

bittnerRig3

download bittnerRig3.mel


This is another autoRig. It can do biped and quadruped-character.
In this collection you can also find some small tools, like creating ikSplineHandles, orientationcontrolls, or creating small rigs for example armRigs, legRigs,...

Just drag and drop the file bittnerRig3.mel into Maya.

Press "create guide", adjust everything, and then press "create rig".



previous versions:


- bittnerRig 2.0
(click here for demonstration video and here to download bittnerRig2.zip)

- bittnerRig 1.0 (open guide.mb, source all the scripts and type bs_main)

 

 
   

bittnerRiggingTools

This is a collection of many tools that help you weighting, working with joints, and working with blendshapes.

Source all 5 MEL-files, and type: "bittnerRiggingTools"



Tested with Maya 6.5



some examples:


the jointTools-Tab:

Place closest Joint to selected Points
After selecting some points and pressing this button, Jointtools looks for the closest joint to the selected points, and moves it exactly into the middle of all of them.
the orientation is crap after that... just reorient it - or use the button Rebuild Joints

Create blending Groups
if you select an object and press this button, it creates a point-constraint with the blending parameter from local to global.
after pressing the button, move the created local- and global-group into the right hierarchy, where you want them to be.

Rebuild Joints
When you place your joints, you might use the move-tool and also rotate them... or even scale them - like it should actually not be done.
But with this tool you dont have to worry so much about it. It rebuilds the joints.
Then the orientation is - in most cases - good. The Rotationparameters are set to zero, and you only have one value in the translation-parameters, that is not zero. And you have no scale-values different than 1.

Create Cubes

this creates a cube for each selected Joint and aligns the size to it.
Its useful, if you want to check, if the joints are twisting correctly.

the infobar
In the bottom of the window you can see exactly hwo many joints are selected and how many of them are skinned.

Select...
you can select for example all joints in the hierarchy of a selected object, all joints with a certain name in it...



the weightingTools-Tab:

The Jointlist...
In the first FrameLayout you have all joints listed that are used for skinning the selected Object.

copy - paste of points
this tool is most useful, if you have some small mistakes, for
examples only three points are not right. Or if you have one point, you want to be painted exactly like other points, but you don`t want to enter they weights manually.
Select one point, press "copy point", then select the
points, where you want to paste the weights on, and press "paste points"

copy - paste of the whole mesh
"create skincluster and copy weights" works almost like copy weights in smooth-skinning.
Select the weighted object and the object, that doesn`t have a skincluster yet, and then press this button.
the other two buttons are useful, if you want to have your skinning be cleaned up. It just reApplies smoothskinning and copys all the weights again to the new created skinCluster.

Bind Pose
you can move around a joint, that is already weighed with smoothbinding.
after pressing "reset skinCluster", the start-pose is reseted. So the poly-object "jumps" back into the origin-position.
You can have eather joints or the poly-mesh selected.

Set weights 100 % to the most weighted joint
this tool looks for the joint with the most weighted values of each point, and sets the value of this skin-joint to 100 %. So the result is something like a rigid-skinning.

Lock weights of unselected bones
if you use for example "smooth-painting", you don`t have much controll, where the weights are painted to. With this tool you can lock all the bones, that you dont want to effect and unlock bones, that you want to be affected by weightpainting.
Select the skin, and the bones that you want to be affected. And then press this button.

Lock weights of selected bones
does almost the same, like "Lock weights of unselected bones", with the difference, that it locks weight of selected bones, and unlocks the others.

create corrective joint
select for example the elbow and press the button "corr.Joint(aut)".
this creates a joint, which is automatically orientated in the middle of elbow and upperarm.
you can also use the sliders for quicker tweaking.

Rigid Skinning
here are some buttons for rigid skinning.
Mirror Weights
Add Deformers
Copy Weights
...

the blendShapeTools-Tab:

Mirror Blendshapes
before you model the blendshape, and the object is still mirrored, select it and press "create invisible Mirrormap".
after you modeled one side, press eather "from left to right", or "from right to left"

Split Blendshapes into left and right
select the base-blendShape, create the interpolationcube.
then select the blendshape, and press some of the other buttons (left-side, right side, or both sides)

Select other Components
This tool is useful, when you are creating correcting-blendshapes".
For example: you want to remove the "shrinking volume", when the elbow rotates. If the geometry is quite high, you might not know exactly which points are which points in the blendshape.
So you can use this script: Select some points, edges or faces of the "main-object" and let it select the same points of the "blendshape-object".

 

 

 

 

 
       

alignOnPolies

After setting some objects, this tool creates as many as you specify of them and aligns it on a Polygon-Object.

Source this script in Maya and type "alignOnPolies".

Tested with Maya 6.0

     

 

 

VBScript-Scripts (Softimage XSI)

       

Key-Noise-Generator

This script adds a noise to the frame-value of your keyframes.

Drag the Script into your Script Editor in XSI, and press "run".

Tested with XSI 4.0

     
 
   

Particle-Crowd-Weightmap-System

This is just a demonstration-video of a Crowd-System I did in Softimage XSI.

There are three weightmaps (in the video and picture only two ... sorry for that): The go-left-wm, go-right-wm and go-back-wm. If the particles are near the go-left-wm, the turn left. If they are near the go-right-wm, they turn... right. And if they are on the go-back-wm, they turn back to the height, where they started (but still going forward.

It was done with Softimage XSI 4.0 Particles and VBScript.




 

 
       

Animation-Plotter

With this tool you can plot your animation in a different way. It creates Duplicates for each frame and animates the visiblity.

It's useful for example for shapeanimation when you have to make a textureprojection that comes for example from a beamer.

Drag it into your XSI, press the button "plotter",...

Tested with XSI 4.0

     
 
       

Stretch Bones

This Tool creates an InverseKinematic-effector, that stretches the bones automatically, when you move it away.
It works with as many bones as you want.

for Softimage XSI: *LINK to "StretchBones.xsiaddon"*
Just drag this link into your XSI, press the button "StretchBones" and pick a bone. Ignore the cyclecheck-warnings, they are no problem in this case.
Tested with XSI 3.5.2


     

 
 

IMPORTANT: I`m NOT responsible for ANYTHING, that happens with these tools.