[Maya-Python] Re: aniMeta - simple rigging tools

2022-01-11 Thread Marcus Ottosson


In my experience it can be already a challenge for users to install a 
script/plug-in.

Indeed, this was the first thing I noticed. One file for the whole project, 
which is then also used as a plug-in. I like it a lot. :)

It is also vanilla Maya, so a rig created with aniMeta can be opened on 
another machine that does not have the plug-in installed.

Yes, this is my main gripe with mGear, so this is lovely to see.

Having a play with this tonight. :)

Ps. I’m unsure why, but your messages get caught by the group spam filter. 
I manually “accept” the messages, which appears to not send the message out 
via mail to members in the group. @justin have you seen this before?
​
On Tuesday, 11 January 2022 at 17:50:36 UTC loopy@gmail.com wrote:

> Hi Marcus, saw you ragdoll stuff, pure awesomeness! Regarding your 
> questions, HumanIK is IMHO only good for retargeting animation(mocap) data 
> in Maya. It is integrated in aniMeta by creating a hik character along with 
> the actual rig and than there is an extra group with a pairBlend on each 
> relevant control so one can dial in or out the hik effect ( "mocap" 
> attribute on each control ). This allows one to animate/tweak the mocap 
> data, ie for foot locking. I have not implemented a baking step, yet, I 
> guess that depends if it gets becomes a priority for some reason, so far I 
> had exported the animation then directly to game engines, mostly UE.
>
> Your question regarding a comparison to other solutions is very 
> interesting, as it touches the design choices made. There are already a few 
> options for auto-rigging out there, why bother putting out another one? 
> First, the key idea behind aniMeta is simplicity with having novice users 
> in mind. In my experience it can be already a challenge for users to 
> install a script/plug-in. My idea was to have everything needed in a 
> compact format with no dependencies/build/platform/installation issues, 
> that is way I made the choice that aniMeta needs to be a single text file 
> that can be started from the plug-in manager.  Second, regarding features, 
> the biped template would probably be considered basic when compared to 
> other options out there, especially mGear. but that also makes it fast and 
> has only what I consider the most important features to get some decent 
> game animation loops. It is also vanilla Maya, so a rig created with 
> aniMeta can be opened on another machine that does not have the plug-in 
> installed. That is also a difference to mGear, which uses custom nodes. So 
> IMHO mGear is definitely the choice if you need to customize stuff and want 
> advanced features, aniMeta is more of a light-weight but fast solution, but 
> offers some neat features that maya make it interesting for character TDs. 
> For example. there is a tool to export/import hierarchies(json), there is 
> skinning IO(json) and a procedural build system, which I used last year to 
> build a couple of mGear characters with. So it complements Maya where I see 
> some Maya`s rigging features lack and aniMeta can easily combined with 
> other rigging tools and solutions out there. Some students told me that the 
> smooth weights tool alone already makes it  worth having around.
>
> I know there isn`t any info about usage of aniMeta yet. But I am in the 
> process of putting info stuff together so people can get a more specific 
> idea of what it is and how to use it.  But so far thanks for your interest! 
> : )
>
> Marcus Ottosson schrieb am Dienstag, 11. Januar 2022 um 16:24:07 UTC+1:
>
>> Very exciting. :) I'm familiar with your work on Character Modular 
>> System, years ago from Suntoucher Labs. That stuff was next-gen. Keen to 
>> dive into this.
>>
>> One question comes to mind from your feature summary above, what are your 
>> thoughts on HumanIK? Is it intended for use by animators, or is it an 
>> integration kind of thing? Like for motion capture, Motion Builder or 
>> Unreal/Unity?
>>
>> Also what are your thoughts on other auto riggers out there, in terms of 
>> comparison. When should (or shouldn't) one choose to look at aniMeta over 
>> anything else? Of particular interest to me personally is a comparison with 
>> mGear.
>>
>> On Tuesday, 11 January 2022 at 15:17:25 UTC loopy@gmail.com wrote:
>>
>>>
>>> Howdy, I created this auto-riggerfor my students that has features that 
>>> I find vanilla maya lacks and published it on github as open-source. It is 
>>> easy to install, it is just one py file that can be started via the plug-in 
>>> manager. I thought it may be interesting to some of you, so here you go:
>>> https://github.com/janberger/aniMeta
>>>
>>> Here are some features:
>>> - Biped template ( Unity and Unreal compatible )
>>> - HumanIK inegration
>>> - Skinning IO
>>> - Very nice Smooth Weights Tool ; )
>>> - Picker UI
>>> - Rig, Pose, Animation IO
>>> - Transform tools ( mirroring, matching et al )
>>>
>>> Overall the rigging features may seem limited for the Biped, 

[Maya-Python] Re: aniMeta - simple rigging tools

2022-01-11 Thread Jan Berger
Hi Marcus, saw you ragdoll stuff, pure awesomeness! Regarding your 
questions, HumanIK is IMHO only good for retargeting animation(mocap) data 
in Maya. It is integrated in aniMeta by creating a hik character along with 
the actual rig and than there is an extra group with a pairBlend on each 
relevant control so one can dial in or out the hik effect ( "mocap" 
attribute on each control ). This allows one to animate/tweak the mocap 
data, ie for foot locking. I have not implemented a baking step, yet, I 
guess that depends if it gets becomes a priority for some reason, so far I 
had exported the animation then directly to game engines, mostly UE.

Your question regarding a comparison to other solutions is very 
interesting, as it touches the design choices made. There are already a few 
options for auto-rigging out there, why bother putting out another one? 
First, the key idea behind aniMeta is simplicity with having novice users 
in mind. In my experience it can be already a challenge for users to 
install a script/plug-in. My idea was to have everything needed in a 
compact format with no dependencies/build/platform/installation issues, 
that is way I made the choice that aniMeta needs to be a single text file 
that can be started from the plug-in manager.  Second, regarding features, 
the biped template would probably be considered basic when compared to 
other options out there, especially mGear. but that also makes it fast and 
has only what I consider the most important features to get some decent 
game animation loops. It is also vanilla Maya, so a rig created with 
aniMeta can be opened on another machine that does not have the plug-in 
installed. That is also a difference to mGear, which uses custom nodes. So 
IMHO mGear is definitely the choice if you need to customize stuff and want 
advanced features, aniMeta is more of a light-weight but fast solution, but 
offers some neat features that maya make it interesting for character TDs. 
For example. there is a tool to export/import hierarchies(json), there is 
skinning IO(json) and a procedural build system, which I used last year to 
build a couple of mGear characters with. So it complements Maya where I see 
some Maya`s rigging features lack and aniMeta can easily combined with 
other rigging tools and solutions out there. Some students told me that the 
smooth weights tool alone already makes it  worth having around.

I know there isn`t any info about usage of aniMeta yet. But I am in the 
process of putting info stuff together so people can get a more specific 
idea of what it is and how to use it.  But so far thanks for your interest! 
: )

Marcus Ottosson schrieb am Dienstag, 11. Januar 2022 um 16:24:07 UTC+1:

> Very exciting. :) I'm familiar with your work on Character Modular System, 
> years ago from Suntoucher Labs. That stuff was next-gen. Keen to dive into 
> this.
>
> One question comes to mind from your feature summary above, what are your 
> thoughts on HumanIK? Is it intended for use by animators, or is it an 
> integration kind of thing? Like for motion capture, Motion Builder or 
> Unreal/Unity?
>
> Also what are your thoughts on other auto riggers out there, in terms of 
> comparison. When should (or shouldn't) one choose to look at aniMeta over 
> anything else? Of particular interest to me personally is a comparison with 
> mGear.
>
> On Tuesday, 11 January 2022 at 15:17:25 UTC loopy@gmail.com wrote:
>
>>
>> Howdy, I created this auto-riggerfor my students that has features that I 
>> find vanilla maya lacks and published it on github as open-source. It is 
>> easy to install, it is just one py file that can be started via the plug-in 
>> manager. I thought it may be interesting to some of you, so here you go:
>> https://github.com/janberger/aniMeta
>>
>> Here are some features:
>> - Biped template ( Unity and Unreal compatible )
>> - HumanIK inegration
>> - Skinning IO
>> - Very nice Smooth Weights Tool ; )
>> - Picker UI
>> - Rig, Pose, Animation IO
>> - Transform tools ( mirroring, matching et al )
>>
>> Overall the rigging features may seem limited for the Biped, because they 
>> are ; ) but keep in mind it is for students, especially game design 
>> students. For more advanced stuff. there is a procedural build system for a 
>> data-cantric workflow integrated, but I guess I need to write some 
>> documentation before anybody but me can use it.  
>>
>> Please let me know if you have any questions! 
>> Jan Berger
>>
>

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[Maya-Python] Re: aniMeta - simple rigging tools

2022-01-11 Thread Marcus Ottosson
Very exciting. :) I'm familiar with your work on Character Modular System, 
years ago from Suntoucher Labs. That stuff was next-gen. Keen to dive into 
this.

One question comes to mind from your feature summary above, what are your 
thoughts on HumanIK? Is it intended for use by animators, or is it an 
integration kind of thing? Like for motion capture, Motion Builder or 
Unreal/Unity?

Also what are your thoughts on other auto riggers out there, in terms of 
comparison. When should (or shouldn't) one choose to look at aniMeta over 
anything else? Of particular interest to me personally is a comparison with 
mGear.

On Tuesday, 11 January 2022 at 15:17:25 UTC loopy@gmail.com wrote:

>
> Howdy, I created this auto-riggerfor my students that has features that I 
> find vanilla maya lacks and published it on github as open-source. It is 
> easy to install, it is just one py file that can be started via the plug-in 
> manager. I thought it may be interesting to some of you, so here you go:
> https://github.com/janberger/aniMeta
>
> Here are some features:
> - Biped template ( Unity and Unreal compatible )
> - HumanIK inegration
> - Skinning IO
> - Very nice Smooth Weights Tool ; )
> - Picker UI
> - Rig, Pose, Animation IO
> - Transform tools ( mirroring, matching et al )
>
> Overall the rigging features may seem limited for the Biped, because they 
> are ; ) but keep in mind it is for students, especially game design 
> students. For more advanced stuff. there is a procedural build system for a 
> data-cantric workflow integrated, but I guess I need to write some 
> documentation before anybody but me can use it.  
>
> Please let me know if you have any questions! 
> Jan Berger
>

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