Yesterday I was coding some tools for my students in Python, when I decided it was time to remember what I learnt about Qt some years ago. It was pretty…
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Brace yourselves! fRigBuilder is coming! I already started working on the public release of the tools I use to rig characters under 3DSMAX. More updates to come soon!
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When we want to convert one geometry into another we normally use Morpher, only if they have the same amount of vertices -and the same vertex order. Some time ago…
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To prove the technique described on the last post I built a little thing: a couple of bones with FK and IK behaviour at the same time. It's just a…
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*** THIS IS A ‘WORK IN PROGRESS’ VERSION!!! SO USE IT UNDER YOUR OWN RESPONSABILITY!!! *** As you might already know, I code this tool several months ago to…
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When working at Kandor we needed some solution for assisting modellers and riggers during the creation of a facial 'rig'. Doing all the connections by hand between the morph/shapes and…
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I fixed a little bug in the tool, that make the experience of tweaking quite uncomfortable: now you can change the selection after you apply a morph, and everything will…
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After a couple of friends told me the tool was not working as expected (thanks, guys!), I decided to give it a go and working a little more on it.…
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After some months of inactivity, I've found finally some free hours to continue working on this tool. Some people has asked me to adapt the script to MAX 2010, that…
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And here it comes another awesome post about deformation tools! A kind folk from Norway, Mads Ringal a.k.a. 'erazerhead', has reworked my 'gDeform' script a little so it uses Illusion…
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