Wednesday, November 27, 2013

A re-build Eleven Rig 3ds Max

There's a new development going on. The Eleven Rig for 3ds Max is in a rebuild state and it is still not done yet. It was time to keep you all up to date and to give a sneak peak of what's going on. The rig is in version alpha 2.4. The rig is completely build up from scratch (with mesh straight out Maya) and we attend to copy all the specific properties from Maya to 3ds Max. So that the animators experience would be the same in Maya as in 3ds Max.
What can you do:
  • You can configure the rig at the baseplate. Through the modifierpanel you can adjust the settings like Girl/Boy, Fat/Thin/ Sporty, etc. Also a subdivision control is put in there, to control all the geometry's subdivions.
  • You can play with the feet. Al poses are accessible through the modifierpanel.
  • A Stretch in the legs is defined. Please try it out.
  • The hands have poses. The right hand still need to have some settings, but try the left hand!
What would be possible in the near future:
  • IK/FK Switch
  • Link switches, to link hands on what so ever.
  • Head controls
  • All other Maya functionality that I did not see yet or didn't mentioned
Download the latest version:
Eleven Rig for 3ds Max version alpha 2.4

Monday, April 15, 2013

The "May I use this rig for my project?" question

Hi all!
I found this question popping up again and again, so I'd probably just create a post answering it eventually.

First off, this rig is open source (if one can call a character rig that), so you are allowed to do everything you want with it, which includes any change to the rig, or its appearance, porting it to other software packs, and using it for commercial work.

However, please respect that many creative people poured efforts into the project. In return, they welcome respect for their time.

So please, if you're using it for your own project, which is very fine if you do, credit the community for it. We'd also like to see what Eleven has been up to. Post your efforts on the forum or the official Eleven Rig facebook page for us all to marvel at.

We understand that you can't roll extensive credits on a commercial project, so, in exchange of saving a lot of money for not having to create a fully rigged character, you should ideally give some of the enhancements you might have made on the rig back to the community, but at least agree that you NEVER solely credit yourself (and charge money) for anything on this rig that is not 100% your own work.

We must also ask you to refrain from using the rig for any of the following:

- any content which is is pornographic, sexually explicit, lewd, obscene, or excessively violent (everything that goes past cartoon violence, basically)
- promotes or condones illegal activities,
- incites hate or violence against an ethnic, religious, or protected group
- political or religious statements of any kind.

The last is a bit mushy, I do understand that, but if the animation you create is fit to make someone angry, it's something we don't like the Eleven Rig to be a part of. Even if you don't like the person you're making angry.

Thanks for understanding, and keep on animating!

Wednesday, January 16, 2013

Motion builder Version online

Hi all!

I was pretty surprised to find that Antonin Delboy created a motion builder version of eleven! 

He asked us to test it and give Feedback for to him, so if someone with experience in Motion Builder has some spare time, I'm very sure he'd appreciate. 

I added the rig to the download list as a first beta version.

Thanks Antonin!

Tuesday, December 18, 2012

Blender Version 1.3 relesed!

Hi all!

Just in time for Christmas, Pascal released the new version 1.3 for Blender!

You can read the bugfixes in the changelog post to the left of this one.

Thank you Pascal!

Friday, June 1, 2012

Awesome, again!

Now our friend, Pascal Gabus, made a version of the Elevenrig for Blender! The download link can be found on the right side as well!


Our friend, Chris Donnelly, made a version of Eleven for 3Ds Max! See and click the download link to the right! Yay!

Sunday, April 22, 2012

Version 1.2 released!

Not much new to this version, except:

The eyes don't act strangely anymore when the head is tilted.

I added some tweakers for the mouth corners (can be seen when the Face Deformers are activated), but they are, opposed to the other facial deformers, currently only translatable. I have also not really tested them so if anyone tests them and might want to let me know if they are working okay, I'd be really glad.
I just noticed that this feature is currently only working in Maya 2011 and above, but I'll have a look at that later.

The third thing I changed is to make some more of the bodily Joints unselectable, so you don't accidentally select and key them, which does lead to unpredictable results that might mar your experience with this rig.
There is still one joint in the face that is selectable, so please set the viewports to make joints invisible before working, it will save you a lot of trouble.

I am still in the process of changing some deformations in the crouch area, and setting the clothes "textures" so they don't create any problems when increasing the body's tessellation.