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 [email protected] 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 [email protected] 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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