Coming back to the usual thread.
UPDATE of the SITUATION:
ALREADY DONE:
- Rx, Ry, are controlled now by its position. No more angle control needed. Alpha0 is calculated now. Now the Rx and Ry bones are linked to its corresponding center bones and its positions represents the relative x,y,z coordinates. It makes also more clean of bones the 3D rig.
- Shape order now works also for third level (or more) limbs. The 3D tail can be rotated now to any place and the shapes are correctly ordered.
3D rig scripts (front and side) have been improved. Now they detect what kind of rigging are you doing (base rig or limb rig) It ask about create the masterX masterY and mX, mY bones and creates them automatically (or not).
Also give info about the name of the selected bone and the amount of bones you're about to create.
- Integrate last release of 3Dgrid script (perspective) from heyvern into the new method of rigging. Including the multiple limbs. DONE.
It continues making strange things when shape sort. I think it is due by how the points are deformed to achieve the perspective. I work with the x,y,z values in original values but they are drawn in perspective. The moment to hide the shapes don't coincide properly. Any suggestion?
UNDER DEVELOPMENT:
- Include a new feature to 3Dgrid script: Allow to "sort layers by depth" if enabled in the bone layer. It would check if it this option is selected and then ask if you want to "3D bind" a layer to a bone. It would allow rotate layers together with bones (as the points rotates) and change its Z value dynamically. It would allow some uses of layers functionality like motion blur, shadows and masks that now are not allowed with the single layer 3D rig. The Z value should be divided by 10 or 100 to avoid the 3D camera deformation. This also can be selectable.
- Add a 3D light feature!!
Those files are for testing only.
Still in alpha version.
http://www.darthfurby.com/genete/Script ... ils_v9.zip
Content:
3Dgrid9.1.lua
Bone or switch layer embedded script that does the magic (include Heyver's perspective)
3Dgrid9.lua
Bone or switch layer embedded script that does the magic
ge_front_3Drig3.2.lua
Automatic script to make 3D rigs. Allow create limbs. FRONT
ge_side_3Drig3.1.lua
Automatic script to make 3D rigs. Allow create limbs. SIDE
sort_shapes9.1.lua
Vector layer embedded script to perform shape Z sort.
All those script work together.
ge_front_3Drig3.2.lua
BRIEF usage:
Draw FRONT and SIDE models. Add central FRONT bone. Select bone and its correspondinf points in FRONT view. Call the front script. Follow the instructions (you should create the masterX and masterY bones in the first call). The clone bone, masterX and masterY bones are created automatically.
Place the clone bone in the SIDE view and repeat same but for SIDE view and script.
For limbs: select a pt bone (it would be the center of rotation of the limb). Select the corresponding points in the FRONT view. Call the same FRONT script from menu. It allow to create automatically the mX and mY bones. Also the clone bone. The script put the clone bone in the correct position in the SIDE view and select it for you. Just go to the SIDE view and select the corresponding points on that view for the lib you're rigging. Run the SIDE script. menu. It would remove all the dots on the clone pt bone (if not the embedded script will fail.
Now just manipulate mX mY and masterX and master Y bones by the timeline.
Remeber to embed the 3Dgrid script to the bone layer and the sort_shapes script to the vector layer script.
Enjoy!
-G