LiteRig
15 topics in this forum
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- 3 followers
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LiteFace is a basic face rig which provides for a wide variety of facial expressions. It is a light rig because it has a minimal set of bones. This has advantages and drawbacks. The advantages are: it is fast and easy to install and, since there are minimal bones, the process of adding control point weights is relatively straightforward. The drawbacks are: it may not allow facial expressions as complex as a more robust face rig. The rig itself if very fast and easy to install. The majority of your time will be spent weighting the mesh to the bones. It can theoretically be installed in a model rigged with any kind of body rig, provided there is/are no Eye bones…
Last reply by Shelton, -
The LiteRig is a small, lightweight bipedal (humanoid) animation rig for use with Animation Master version 15 and higher (The installation process has only been tested with v15, though the rigged model is probably compatible with v13 and higher). It is *light* because it does not have all the features of more robust rigs such as the Squetch Rig and the 2008 Rig. Its file size, without any mesh, is only 130KB. It does however, have the essentials, including: IK/FK switching in the arms - FK is the normal mode. Switch to IK to keep the hands stuck in one place while the rest of the character moves. IK feet - This helps to keep the feet steady while the rest of the chara…
Last reply by NancyGormezano, -
- 5 replies
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i´ve rigged a bunch of characters for a current job with the lite rig and i already animated half of it, so i don´t want to re-rig. the problem is that cp-weights get messed up when animating. the weighting itself isn´t actually messed up though, it just looks like it (knees and elbows occur crooked for instance). when i select the cps for let´s say the knee ring and click edit cp weighting, the values for the weights are fine, but i have to hit apply again to de-crooke the knee. after that i save and hit the space bar, and everything else also pops back to the way it´s supposed to be. but: if i have multiple characters in the scene, every time i fix one, the other …
Last reply by NancyGormezano, -
- 3 replies
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So I'm installing Lite Rig right now and I think I have the placement just about right for the arm and the leg. The hip and torso bones I think are going to need some work. I will also need to put in additional bones for the neck, I think. Anyone out there have experience w/ Lite rig want to take a look at what I have so far?
Last reply by Roger, -
- 1 reply
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So I'm taking another whack at installing Lite Rig in my other character, I want to try both TSM2 and Lite Rig and see which I like better. And I noticed that there don't seem to be any knee targets in Lite Rig. Is that normal? Or maybe they're hidden somehow?
Last reply by NancyGormezano, -
- 7 replies
- 1.2k views
So I'm trying to install the Lite Rig in my dragon model, the PDF says to position the model before moving the bones. I have the model selected (all the CPs are flashing yellow) but when I try to translate it the bones move instead. I must be doing something wrong but I'm not sure what.
Last reply by Roger, -
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- 8 replies
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Hi I'm hoping someone good at rigging can help me with my current project/problem. I am trying to install the LiteRig into a model. All seems to go well after exporting until you do any the following with the new model: Turning on right arm IK screws up the mesh on the right arm and also activates left arm IK. Turning on left arm IK seems not to work at all. Turning on legs IK flips the feet upside-down but not the toes. I have also tried exporting various earlier versions of this model at different stages of rigging and CP waiting, all seem to exhibit the same results. As far as I can recall I followed the rig install instructions properly. But its a…
Last reply by NancyGormezano, -
- 8 replies
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Hello I'm leaving the newbies forum to get help here for rigging the smurf. I've been following exactly the steps of the required installation. I placed and scaled the bones. Before going further wirh assignation of the control points, can somebody say me if my work is correct till now? Thanks for your help Remy Smurf_Rig.mdl
Last reply by itsjustme, -
- 27 replies
- 2.5k views
So I tried to install the lite rig on Old Man Willies. I followed the steps, honest I did. But it seems that much of the controls or constraints didn't come along for the ride. Is there some way to do a quick re-install into an existing character or should I simply start back at square one? I've added a bunch of other bones (fans, beard) that would be a real pain to recreate, but if I have to I have to. I've attached the model if any are willing to peruse my errors.... OldManWillies_Boned_RiggedV2c_LiteRigged.mdl
Last reply by fae_alba, -
- 1 reply
- 998 views
Hi Holmes. I really like your rig. I especially like the relative simplicity of it. I would like to ask about modifying the rig so that the modified version can be installed in several models without having to modify them all afterward. What i would like is a simple modification I think. Since none of my characters really need any sort of stretching in the spine or neck (and I would rather avoid inadvertant distortions), I would like to replace the current spine with a simple fk spine. I would get rid of the torso and head translator nulls and make the spine, including the head, a chain of children attached to parent. I think then I would need a duplicate of the spi…
Last reply by HomeSlice, -
- 3 replies
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So I am trying my hand with using the LiteRig. Go as far as Installing the controls step. The instructions say "open the action", but I must be missing something as I don't see an Install action. Any ideas in what I'm missing?
Last reply by HomeSlice, -
- 2 replies
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Hi Holmes This is primarily a question. And maybe a FYI. I noticed when using the lite rig (for doing the 11 sec club animation this month) that I was missing being able to rotate the HIPS Null and have the body (torso,pelvis, arms) rotate with it. Perhaps I missed some instructions to reparent the torso geom bone, and maybe the Biceps as well? So I just did some experimenting. I dragged the torso, bicep bone hierarchies to under the Hips null If I didn't miss the instructions, and that wasn't your intent, you may find, like me, that there is more flexibility and ease of use if you do that. Everything seems to still work. However I did not test extens…
Last reply by NancyGormezano, -
- 21 replies
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Hi Holmes - almost successful - still tweaking to do - (ah yes, face weighting - what a joy) A couple of questions/observations: 1) Making the tongue be a tongue - should the tongue geometry bones be parented to the jaw geometry? It wasn't in the geometry bones that I got. Altho, it is parented in the controls. Even when I did parent tongue geom bones to jaw geom - it still didn't behave properly...not sure what's not working. Are the tongue base cps's assigned to head? jaw? Do you have a model that you feel works the way it should with this new face version, that I can look at? 2) No face controls show up when slider is at 1%, only the master controls sh…
Last reply by HomeSlice, -
- 5 replies
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I'm working my way through installing the lite rig in the little girl character I'm doing for my Christmas animation. I'm working on doing smartskinning before I activate the Install action, but when I open the model in an action window, I can test, for example, the elbow smartskinning because the arm bones are visible and I can manipulate the forearm bone, but when I want to test the smartskinning at the knees, there's no shinbone visible. the Hide Bones switch turns on some bones but not the ones I think I need. How do I make the shinbones visible in the action? Is there a step I'm missing or a better way to do this?
Last reply by Gerry, -
- 4 replies
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I had to add a couple bones to the legs ... and a couple more constraints ... and do some futzing around ... But basically I just rigged a toad with the LiteRig. WooHoo! I learned something new too. If your model is much larger or smaller than the default bones, you may have to scale the hand/foot controls up or down. That can easily be accomplished when you open your model in the *Install* action. The controls to scale are: "Foot Control" nulls (for the back feet) "Hand Gizmo Parent" bones (for the front feet) "Arm IK Control" nulls (also for the front feet) These controls are parents of all the other hand/foot controllers, so they should all scale in…
Last reply by steve392,