Save your files before any major operation. I have been using it on my productions without problems, but you should still use it with caution. While I will do my best to fix major issues, downloading the script does not entitle you to support.
The source code is there for you to study, or in case you need to change parts for internal projects, but no part of the source code is to be sold. You are not allowed to sell or in any way use portions of the script in any commercial product. Several forum posts at the autodesk forum made it sound like its possible through FBX, so tha would be the ideal outcome, since I´m still afraid I wouldn´t find enough animators for 3ds Max, thus “exchanging the devil with the beelzebub”, as we say in germany…Īnd yes, custom bone based rig means no CAT or Biped, but a custom built rig with max standard bones.By downloading the Super Simple Rig, you agree on the following: Of course that would mean, I would loose all team members that can only animate in Maya, unless I can find a way to still use the rig in maya.
So after two years, although I managed to still complete about 25% of teh short film with a semi-final rig, I still haven´t gotten a full production ready rig and my 4th rigger has just dropped out.īy now I´m really frustrated by this, so I´m considering just rigging it myself in 3ds Max. Having rigged a couple of characters myself in 3ds Max, I assumed it would take a couple of weeks to two months to finish.īut then it took way longer to even find a rigger and then none of them could see the project through to the end for various reasons and the next one always wanted to start from scratch. Which was fine for most part, I could start concepting and environments, do R&D for effects etc. Mostly because I just wanted to kind of make a proof of concept firstm, before commiting long time. I made the mistake though, to dive in head first, trying to work on everything at once… So I decided to go for a cross platform approach: Rigging and Animation should be done in Maya, while everything else would be done in 3ds Max (with alembic as exchange format).įine and dandy, I soon had about 20 people working on it. Which led me to the following dilemma: I´m a 3ds max generalist, with animation being my weakest skill.īut most animators (at least on that platform) come from various schools teaching maya. Then I discovered, a platform allowing me to collaborate with people all over the globe. I sonn discovered, that doing this after hours, my ambitions to do this on my own (or rather with one former colleage), i was totally in over my head. If you wanna know why I´m even bothering, I´m happy to tell you the full back story, but I´m mostly interested in the answers to the above questions…Ībout two years back, I started a personal passion project, a music video about tardigrades:
I´m also gonna post this in the maya and the general rigging forums, just in case anybody is wondering.
Since I don´t wanna do a bone based facial rig (its probabyl not necessary and also I don´t know how to do that… )…I should be able to at least transfer all morph targets stored in a morpher modifier and they should come out in maya as blendshapes, right? So all I would need to do is to have someone set up a control system for that as well, right?.if not…do I still need someone with maya experience to help me with setting up controls for the rig, or is there a workaround for this?.Can I just transfer the bones and skin, or is there a way to also transfer control objects with wiring parameters or constraints, WITHOUt baking the (at this point) non-existent animation?.Is it even possible to transfer a custom bone based rig (no Biped or CAT) for animation from max to maya, or can I just transfer animated bones? I´m thinking about all the helpers and constraints usually used to build a custom bone based rig….I don´t need the animation transferred, just the rig, so a maya animator could work on the animation and give me back the animated mesh via alembic ( no need to send the rig back to Max).
I´m looking into ways to convert a 3ds max rig into a workable maya rig.