This is my first charterer rig in blender, named “Red-Nelb” Feel free to use it but currently is in version 0.4, that’s means to things:
-It´s no ready for production
- Miss some standard features like Fk in Arm/Leg (now only IK), stretchy, etc… In fact I´m working in a completely rebuild of Arms and Legs solutions So, use at your Risk!
"Red-Nleb" is a excuse to test and implement rigging comcepts, in this version the
focus is in to use the minimum controls in viewport without lost functionality.
Really nice! I’ve been wanting to see how this one works since the blender conference!
(I was the guy with the other character with all these visual helper objects blocking the viewport, I asked you quite a number of questions about rigging and how you set this little dude up)
tries to catch his eyetargets:
Shot at 2007-10-21
ps. Aside from the missing FK and stretchy, what part of the rig is not production ready?
what would a rig need to be production ready?
What fundamental tools are missing? I’m asking since I’m a hobbiest and don’T have experience with other tools. Maybe if you could name them we can at least tell em to the devs to try to get them into blender. Remember this is an Open Source effort, when something is missing we have to tell so that someone can decide if it is going to be implemented.
I think he showed a good bit of what he ment during the conference.
I’m more curious about a precise list of what he means.
What is standard?
It has IK, do you mean not allow the targets to be pulled away from the body or something?
Stretchy shouldn’t be to hard for a pro like you.
Some things I found in the rig (remember the hint you gave me about targetless IK bones for the fingers?). One thing I found was that the fingers were extremely sensitive, and would easily bend the wrong way. Do you plan to fix that, or is it by design for the sake of freedom?
There’s more but I’d have to pin it all down first.
EDIT:
Or do you mean like this panel/window thing were all the parameters you might need to animate/all the things you could stick to a single bone, are in one place?
About the missing features “FK-IK Arms and Legs”, why don’t you use the same rig like for fingers (which are IK-FK I think) ? Is there a reason to not use the same rig, without “target object” in the constraint (perhap’s it’s too sensitive)?
Have you got an idea of a “date release” for the next version of your rig ?
Oh, and thank you to use Blender, because, you’re a great animator. Your videos are very fun and really professionnals ;).