looks great, as a full time rigger I would love to get my hands on an alpha when you are ready of course, will you be adding support to convert to typical maya bones, so for example you could export out to a game engine?
@insaneorelse You could turn the bone curves into chains of Maya joints, but you'd lose all the deformation and have to paint linear blend weighting as usual. A lot of the advantage is in the deformer, and that's not something you can move out to a game engine.
OMG PURE AWESOMENESS!!!
jamil1985 4 weeks ago
Jeezes Raf, that's sweet!
JPWestmas 4 months ago
Will it be possible to non-uniform scale the boneCVs?
imaginashawn01 4 months ago
@imaginashawn01 The short answer is yes, though it's not "scale" exactly--more like a bulge centering on the curve.
ranzovin 4 months ago
Nice!! Will there be a way to create the CV controls before skinning??? Looking forward to playing with this...
cfram 4 months ago
@cfram Yes, you can make CVs at any time in the process.
ranzovin 4 months ago
oh man.cant wait to get this beast~
CaptainDa97 4 months ago
Badass
OutrunCitizen 4 months ago
looks great, as a full time rigger I would love to get my hands on an alpha when you are ready of course, will you be adding support to convert to typical maya bones, so for example you could export out to a game engine?
insaneorelse 4 months ago
@insaneorelse You could turn the bone curves into chains of Maya joints, but you'd lose all the deformation and have to paint linear blend weighting as usual. A lot of the advantage is in the deformer, and that's not something you can move out to a game engine.
ranzovin 4 months ago
Always pushing the bar!
toonamifan 4 months ago
Very interesting! Anyways it beats the useless dual quaternion skinning tool of vanilla maya.
098765432qwertyuiop 5 months ago
Looks pretty fantastic. Nice work there. :)
Coillscath 5 months ago