Demo Reel Rigging Animation Resume
       
   
poseStore

 

 

 

ee_Pose_Store:

Purpose: To store character pose presets and easily reload them.

Functionality: When the tool is run the user can create a new pose set for a character or call upon one that already exists. Poses are added simply by selecting the control object(s), naming the pose, and pressing the "Add State" button. When this is pressed it will save the pose and create a thumbnail to go with it. When the pose is highlighted in the characters dropdown menu the thumbnail will change. The thumbnail step may be disabled if desired.

There is also the ability to select any controllers that are part of the stored pose. The helps keep track of what should be selected for each pose set . The "View Directory" button will open up the directory all the data for the tool is being stored in.

 
 
     

 

    maxMelPolySel

Max to Mel polySel :

Purpose: A problem arose when transferring models from 3ds Max to Maya via FBX, where the multi sub materials were not transferring as they should.

Functionality: This Maxscript will run through the selected objects with a multi sub material applied to them. It will then output MEL scripts that will select and apply the material to the correct faces. It also will create the texture in Maya. All the user needs to input is the file output path and the maya texture path.

       
    eAutorigger

 

 

 

eAuto Rigger v1.00:

Purpose: To generate a bipedal character rig and reduce the time of character setup.

Functionality: The user creates points for the different parts of the character (Spine/Arm/Hand/Leg) the points are then moved into position relative to where joints would be placed, mirroring is done automatically. Once the points are in place the bones are created, the points can be reused if adjustments are needed or even an extra limb needs to be created. Once everything is set, the rig can be "Finalized" and layers are created and objects are placed in the corresponding layers.

Rig Features:

 -2-way finger controls (direct rotation or sliders)
 -IK/FK blending/snapping arms

 -IK/FK blending/snapping legs

 -FK spine

 -Slider based advanced foot setup

 -easy "Find IK goal" buttons

            
 
       
    tweenHelper

Tween Helper:

Purpose: To help assist animators in creation of inbetweens

Functionality: The user chooses the type of key that will be created (position/rotation/scale) User then chooses the influence of the previous/next key via slider or presets. Then chooses what type of in/out tangents the newly created key will have.

There is also mass tangent changing functionality within the tool

currently a WIP

       
    arc_helpers

Arc Helpers:

Purpose: To enhance the functionallity of trajectories in 3ds Max

Functionality: The script allows trajectories to be displayed without restricting the object to be selected and the modify panel>trajectories to be active.

The script also has a feature built in to allow trajectories to be displayed where there would normally not be an object or controller in position to do so i.e. tracking the arcs of the characters head by using the trajectories created by the nose.

The "Arc Helpers" that are created have display properties that are controlled by the tool. You can hide, freeze, toggle trajectories, toggle the gizmos, and easily select them all.

 

       
    bone_ext_script Bone Extractor:

Purpose: To create quick and easy way to store bones from a skin modifier and re-apply them to the mesh. This becomes useful if you need to collapse the skin modifier down onto the mesh for any reason.

Functionality: The user selects the mesh they wish the extract the bones from, they then press extract and the list will be updated with all of the bones. Then the user may press the extract skin data button to save the skin data., The SkinDataMesh is placed on a layer specifically for skin data, and added to the list below. The user may now collapse the skin modifier. When ready to re-apply the skin the Inject! button is pressed and a skin modifier with all of the appropriate bones is placed on the mesh. Then with the mesh still selected choose the appropriate SkinDataMesh from the lower list and press Import skin data.

 

       
    batch_export

Batch Exporter:

Purpose: To automatically export max files into another format

Functionality: The user just needs to specify the file input and output paths, and an output folder name. If the folder name is left blank then the output path will be where the files are exported to.

       
    guiBuddy

GUI Generator:

Purpose: To allow quick and customizable creation of spline GUI elements for facial controls

Functionality: The user enters the name of the GUI item (i.e. Sync). This name will be used to properly name all of the elements created by the script. There are 3 types included, square, vertical, and horizontal. These define the limits and transform flags that will be set and locked. The script also allows the user to set the color of the objects that will be created. Once the create button is pressed all required elements for the GUI item will be created.

 

     

 

   
wire_color

Easy wire color selector:

Purpose: To make a wide variety of wirecolors easily available, and give the ability to pull wire colors off of another object.

Functionality: The user selects the object they wish to set the wirecolor for. Then the user can either choose from a color picker and customize the color they want, or they can choose to get the color from another object via an eyedropper.

       
       
       
       
       
All artwork copyright © 2008 Erik Eidukas unless otherwise marked. All Rights Reserved.
Home