grab it here: http://adprom.at/files/xsi_styla_v01a.zip
as mentioned in the blender char animatimation limitations thread i came up with a rig as seen in XSI.
1 - armature:
armature is not laid out for a particular mesh but simply for testing the control rig. if you want, however, to use it to deform a mesh, you can use the armature on layer two as reference and build or adapt your own creatures. make sure you hit CTRL+AKEY before skinnig to prevent weird deformation problems
2 - control objects:
- foot_L and foot_R (elongated rings) are the ik targets for - guess what - the left and right foot. at the same time they control rotation for the first foot bone
- the cubes named knie_L knie_R are tracking targets for the upper leg bones and thus let you control the direction the knees point at.
- the big ring called hips actually moves the whole armature and some more controllers parented to it. use it to rotate the whole body, but consider the effect is strongest for the upper body.
- the second big ring called shoulders controls the rotation of the shoulders independently from the hips, thus enabling to “twist” the upper body. move it around and rotate it to see how it works.
- the other two small elongated rings control hand position and hand rotation and work exactly the same way as foot_L&R.
- the same applies to the last two cubes, elle_L&R, they work the same way as knieL&R and make the elbows point in the desired direction.
3 - known bugs and limitations:
try it and find out i didn’t have the time to test it and prove it’s functionality in a production environment, but it seems pretty handy for most animation tasks. the only major thing missing is a controller for the toe bones, but you should be able to integrate it quite easily - grab some empties and make them targets for “copy rotation” constraints.
4 - credits:
XSI’s ready-to-use rigs, which work pretty perfect and are outperformed only by kaydaras motionbuilder, made me think and try to rebuild them using blender. of course this here is not the same, uses different controlling mechanisms and different techniques, but the result is quite useful and feels pretty much the same.
if you have suggestions mail me or share them with the communitiy
marin aka solmax