Hey congrats on this new rig, I'm working on a few realistic textures for your rig, kinda similar of what i've done to bishop! Here is a sample of what im doing. http://i224.photobucket.com/albums/dd102/ibrahx/Screenshot2011-01-17at92720PM.png http://i224.photobucket.com/albums/dd102/ibrahx/Screenshot2011-01-17at92710PM.png [IMG]http://i224.photobucket.com/albums/dd102/ibrahx/Screenshot2011-01-17at92710PM.png[/IMG]
Ajfrank via the forum: -It'd been nice to have the eyelid and blink controls on the 'eye socket controls' -Also the pupil scale does not work -if to translate his eye target to either the left or right and lower his eye lids, his eye will start crashing through his lids
you mean the GUI? I think there are issues with the GUI on MAC osX, but I'm not sure. See the 11sc forum for further details on the GUI. As for the rig, you just unpack the .rar file and open the .ma file. No further scripts needed. Cheers! Wolfi
No, not yet I'm afraid. Just play around with it, I guess most of it is self explanatory. The FK/IK switch of arms and legs can be found on the ground controller.
Thanks for the reply. I couldn't resist experimenting with this awesome rig. One thing that I've noticed is that the body maintains its proportion, the legs for example, when stretched. It would be more natural to give it the 'rubber band' effect, just like what's happening with the head.
Hi! You spotted my post on my teaching blog: tarateach.blogspot.com I love your rig! Very easy to work with. I can't wait to try some test animation on it. Any suggestions for making it work faster?
Hi! Thanks! I can't really take credit for the rig itself, most of that was made by Angelo (thats Dance3D on the 11sc forum) and Zorren, I'm just there for the bugfixes because those two don't seem to have that much time atm. :D But the speed was when I tested some generic thrown keys went to about 8 fps on my age old Dell Workstation. Did you use the latest version of the rig? And set the Body smooth and the face smooth to 0?
@ shwan, I think volume presevation was something that was planned in the rig... I'll check if we can include that on future version...
I feel dumb for asking, but I can't find the tongue control, is there one?
Also, for some reason the textures aren't loading for me when I open the file. I'm on a mac,so I don't know if that's an issue.
Lastly, can someone explain how to switch from a girl to a guy and how to customize stuff? I tried simply turning on and off the guy and girl hair, but when I turn on the guy's hair, it doesn't stick to his head. Thanks!
Hi Alex! The Boy's hair stays on the head when I try so I'm not sure about that... as for the textures, you fire up the hypershade (located under window->rendering editors) and click the textures tab. there you can find all texture nodes, now you doubleclick them and relink the textures where you saved them to. The gender switch is located at the ground controller. Once you set the attr. gender from male to female, you can customize the breasts, waist and hips. More customization to come :D
wow you're right, there is no tongue control :S I'll put that in the bugtracker and fix it asap :D Thanks for the heads up! I'm glad that you like the rig!
Hi Scott! Unfortunately, I don't think that this will work with the rig the way it is setup now. But Camaro is making a GUI for it and I bet there'll be something even better than the floating Osipa style controls when he gets to do the face GUI. :D cheers!
thank you for rig, is very cool. But I just want report a little bug. When I create a Motion Trail, and then when I want move a key on the timeslider Maya has loading problems, it slows down.
Thanks for your answer ! Okay, so you just make an animation, then you select one controler of your character (the hand for example) and then you go in Animate => Create Motion Trail. Ater, when you want to move the keys on your time slider, Maya has to load for each move and become very slow.
Another person has the same problem that 's why i told you.I know that is very specific and I don't know how to fix it. Maybe it's just Maya 2011 bug....
Hi! I had a loot at it and compared eleven against a primitive cube and moom. At the cube it ran faster (naturally) and on moom, it was similar slow. I checked with maya 2010 as well, couldn't find a big difference, though. I guess this is a maya bug? My tip would be that you use ghosting on the controllers. That way you'll get far better performance and you can see the spacing as well :D
Okay, maybe it's Maya or my Computer but it's kind of weird because I never get this with others rigs. Use ghosting is good for posing I think but I like the motion trail because it's very useful to look path in space of a movement of a specific controller.
I am getting error on script. I got the tab control. When I click any control it got this error message // Error: No object matches name: 0:Global_Scale.r_arm_IKBlend
It happens only in beta version and new script. It works well in old rig.
Hi! I think if you post this GUI related on the 11sc forum or on Camaros Creativcrash page, he'll probably be able to help you better that I can do here :D But I think this issue has been resolved in the forum already if I remember correctly...
Hi, I hid the breast controls and the individual eye ball controls and can't find where to un-hide them again, it seems hiding the controls hides the option too. Also, Eleven doesn't appear to be looking at the eye_all_controller unless it's directly in front of the face. https://dl-web.dropbox.com/get/Photos/Eleven/Picture%203.png?w=0e6b2889
Hi! The breast controls can be hidden and unhidden by turning the gender option to male or female. The Eye controls are not made to be hidden yet. Basically, if you just go ahead and hide stuff, it naturally becomes quite hard to find it again, especially in a highly complex hierarchy like a character rig. I suggest that you open a fresh scene with eleven, find out what the controls are called and where they are located, and select and unhide them in you animation scene. The eye all control only works if you set the Aim attribute to world. Cheers! Wolfi
Just want to say first that I love the design of the rig and the male and female options...but I am having a lot of trouble with the facial features of the rig.
The eyes do weird things where they role on their own, it looks like it's the bone moving, or what ever the blue triangle shapes that stick out of their eyes (sorry I'm new to Maya). Also, I can't seem to key the teeth. I can move them, but they just won't key. Has anyone else had this issue?
Hi! Sorry I didn't get what you meant about the eyes... Although I curious why anyone would want to animate the teeth, they key fine on my machine. :D It's the zig-zag shaped control next to the head. One thing that can break everything is if you select everything with clickdrag over the model and keying all. Before this works you need to hide all joints! (in the viewport view->joints tick off) Hope this helps :D
WOw! Wonderful rig! I'm playing around whit it right now, preparing to make the 11 Sec Club competition of April. Now: in the "Global Scale" ctrl when i put "1" on "L Arm Deformer VIs" nothing happens. All the other deformers Vis works fine, but not that. It's me or a bug?
Hello Anonymous. You do seem very precise in you question: You can customize the character by scaling most of the limbs, the head the hands, etc. You can change the facial features, hair, beard, eye color, texture and you can also change from male to female and edit the female attributes. Just try the controllers.
Hi Anonymous again :D I think you should post this again at the 11sc forum: http://www.11secondclub.com/forum/viewtopic.php?id=9206 There Camaro would be most likely to help you. Cheers! Wolfi
Hi, another issue..not sure if it's something I did in the program or a bug with the rig. I didn't have this issue with the last project I worked on with this rig, but I figured I'd check.
When I selected and copy and paste the frame of the entire rig it does this..
http://hannamations.com/rig_issue.jpg
I turned off the joints, as well as deleted all the keys for them (I noticed they had been on for a bit when I was keying frames). Have you seen this issue at all? THanks :)
^In reply to that...I just figured it out.It was the breast controls. When i copy and pasted those it did that in the image on the right, but when I deleted them and then copy and pasted it was fine. Not sure if anyone else has had this issue. Still an awesome rig!
Hi Hannah! If you accidentally keyed the joints, this will break portions of the rig, and if the keys are deleted afterward, this doesn't mend it again, unfortunately. I would say the next animation you do with the joints turned to invisible, you should be able to copy paste all keys, including the breast control :D Without wanting to sound like a wise ass, did you know that you can copy poses by going to that pose, and then middleclickdrag in the timeline to the desired frame. This will move the timeslider while not updating the viewport. If you now set a key here, you will have a copy of that pose at this frame.
Well, you could start by telling us the error message you get when you open the file (if there is one) second, see if there is a checkmark in the "show" menu of your viewport next to polygons, NURBS curves and NURBS surfaces. If thats not helping, select something of eleven and press "F" (frame selection) Thats all I can say to that atm. Good luck! Cheers!
Thanks for replying,but there's no error message. I think it's because the rig is a .ma file, and I've been having problems with .ma. The other kind, .mb, works fine. I'm using Maya 2011. Is this the wrong version? Edit: It's working now, but I don't know how I did it.
Nope, everything's fine with maya 2011, and I'm glad that it's working now. You had probably some wrong viewport settings or something (I guess). Btw, the only difference between .ma and .mb is that .ma is ascii code and .mb is binary, meaning that an .ma file you can also open with a text editor (and repair it, if something's broken) while a .mb you can't. Your troubles with .ma probably arouse, because you had some unknown nodes in your .mb scene and maya therefore didn't want to save as .ma or vice versa. Hope you enjoy animating eleven!
I cannot for the life of me find a document that explains what to do and where to put all the things that unpack with the rig. Was just wondering if someone could point me to that?
Hey! Sorry, but you wont find one atm. As soon as I've got some more spare time, I'll create one. For the moment, you'll just need to take a look at all the controls. But I think this rig is quite straight forward, you'll find the IK FK switch , the object space switchers and the gender switch on the Ground ctrl, and the elbow and knee pin and partially IK FK switching for the lower extremities on the elbow and knee ctrls. Everything else is more or less like any other rig. Cheers!
I've had some problems where i've been able to move the right shoulder and pelvis bone, and ruining the rig completely. Sure that isn't possible. Also the rig is kind of filling a lot in the outliner, can it come under one node? Would I be able to help you in any way? I've modified my version to include a character set so applying keys to all controllers at one, divided into upper/lower body and face. Thinking of doing a tut on how the rig works and how to set it up. Would I be alright to post it here?
Hi Just been trying to use FK (with the arms). Not really what I was expecting. When I choose FK from the "elbow_IK_control", I get an elbow joint I can rotate, but there doesn't seem to be a shoulder joint? The elbow joint can be translated tho, which does give some control over the shoulder rotation... Is this how it's supposed to work? Thanks
Hi! Nope, you just used the FK for the lower arm only. That's useful if you want to pin the elbow somewhere. What you're looking for is the IK/FK switch on the ground controller.
HI nice to talk to u .I kenny animation mentor from sky animations (p)LTD.I and my students are fan for your eleven rig.before we are using AM rig's.but now we are using your rig (eleven)i dont now how to say thanks to u but you are grate and genres.and i don't now where to add student work with your rig ?so i am adding this like to you .http://vimeo.com/33449886.this work is dedicated to you .and pls reply me if u like this work and pls add in your website.this is my mail id pls reply me on this krishna.skyanimations@gmail.com .if u like i will send some more works .ur friend from old Coffey shop.kenny.
I'm really glad you like it! Although we don't have a place for video uploads here on this blog, you can however encourage your students to upload their animation to the 11secondclub.com forum, where this rig originated from, for other to gaze at :D
Hi Rafał! I know of this bug, and it happens because the tshirt and trousers are applied to the body not as textures but shaders assigned to the mesh itself. If you up the tesselation (by setting smooth to a higher level) the maya has polygons it doesn't know how to shade. I'll look into that soon, until then, you might want to assign for example the skin shader to the whole body and then reassign the tshirt shader to the appropriate polys (in highres mode) Cheers!
Hey guys we found a bug in the right arm of the fk arm. It breaks from the controls and contorts in an odd way. It is in the elbow and wrist fk control on the right arm.
Hi! Thank you for posting a bug. Unfortunately, I am bit at a loss about what you're meaning? I'm seeing that the rotation pivot of the right lower arms' FK control is not where the elbow joint is, but I don't see any problems with that... Could you be more precise on this? Thanks! Cheers!
I'm just guessing, you're using the IK controll of the ellbow to rotate the lower arm, thats NOT the FK control. YOu can access that by setting the R Arm IK blend on the global scale control to "1". What you're moving is solely meant for the elbow pinning feature, which is still experimental. I strongly advice you to watch the tutorial videos I posted on this site. Cheers!
I was not using the ik control to move the elbow and i did turn the ik blend control to "1." I was moving the fk controls and i have familiarized myself with your rig. I like the rig a lot, but i'm just trying to give feedback on what i have experienced. I set both of the arms to "1" for the ik blend and only the right arm is doing this. only for the elbow and the wrist though. I have also found one more bug. when the eye controls are set to world or moving around the main eye control, the right eye moves a lot more than the left eye; mostly on the up and down. they do not move evenly, though this is not such a huge problem and can be counter animated, it may just be helpful to be have both eyes move at the same rate. is there anyway that i could send you a picture of what i mean on both of these issues?
Hey hows it going. Great rig! I'm using your eleven rig edit pack v1.1 in a short animation scene and have come across an issue. 11's foot will slide away from its controller as I move her hips downward. The controller (for the foot) isn't keyed and it stays in it's spot as the foot moves away. A short video example can be found here: http://www.youtube.com/watch?v=Cls_b8Qk_pQ I've tested multiple scenes and am referencing the file in as well. is there a quick fix for this? thanks in advance, B.
Hi! I've just tried to reproduce this bug, and it worked fine on my machine. I'm kinda at a loss at what could cause this bug to appear at your scene. I am guessing, seeing you didn't hide the joints of the legs, that you accidentally keyed some of the leg joints. Doing this makes this problem appear in my scene as well. I strongly recommend to hide joints in the viewport setting before placing a key. The best thing you can do now is to export the animation of ONLY (!) the controllers, using a tool like dkanim (you can get that at creative crash) and import that into a fresh scene with an unkeyed rig. Sorry for this, I am still in the process of hiding as many joints by default as I can, but I'm not through, yet. Have fun!
Hello, I'm trying to add a glove to the wrist of eleven and i have already successfully did it. Problem is i wanted to add some skin weight so that the glove can deform properly when the wrist rotates. Is there anyway to enable the arms joints?
Hi Terry! This is kinda complicated, I would recommend you just apply a wrap deformer to the glove, that way it will deform with the mesh accordingly. Cheers!
Hi there, I'm trying to animate the rig and every time I try to animate his legs the skeleton always leaves the legs and makes the animation run from funny... What can I do to keep the skeleton inside the legs?
Hi! This is either the problem bandcamp wrote about a few posts up( http://elevenrig.blogspot.de/2011/01/bugtracker.html?showComment=1334380156735#c8434396563370348529 ), or it might be solved by what I wrote about on the bugtracker main page: http://elevenrig.blogspot.de/p/bugtracker.html cheers!
Sup! the edit-pack has all the blnd shps included so u can edit them or mk nu 1s, the non-edit-pack hasn't so its just 4 animating. U could also read that in my post here: http://elevenrig.blogspot.de/2012/01/version-10-released.html
Np :D As for the GUI, that one has never been finished and probably never will. Maybe, if I ever get the time, I'll try to make a new one with that abxPicker. Until then, no working GUI, sorry :D
Hi, I've started working with Eleven, and a problem has popped-up with the rig that I can't seem to fix.
The foot controller has popped off of the right foot and the foot is in a position it shouldn't be in. I go and try to move the foot and rekey it, but when use the time slider and scroll back to check it, it goes back to the bad position like I never rekeyed it at all. It's like the controller is in the right place, but the foot won't stay attached to it?
I checked online and couldn't find an answer. I was hoping you had a way to fix it!
Hi! What probably happened is that youaccidentally keyed a joint that shouldn't be keyed. This post seems to describe the same problem: http://elevenrig.blogspot.com/2011/01/bugtracker.html?showComment=1334380156735#c8434396563370348529 see if you can fix this with the sopution I wrote there. Thanks!
Problem with reflection. I have a scene, where the rig is in front of the mirror. BUT the only thing that reflects is his head...Please help me.
I've tried to select the mesh,attribute editor and selected show in render ect. Nothing happened. Render: mental ray reflection/mirror is a plane, with bling material
Hi! For some odd reason, eleven's body is set to 'off' for visible in reflections and visible in refractions in the body's render stats. The body should them be renderable. I'll change that on the next update round :D Cheers!
Sorry. I'm new to maya, so didn't really understand the reply. Your last sentence lead me to believe it wasn't something I could fix and that I'd have to wait for you to update.
I can google a solution now that I know to look for 'render stats.' Yay learning new things. Thank you! :D
If you select the geometry that is doing this, the body in this case (in order to do this, you have to click on the 'r' of the doNotTouch_grp layer until it doesn't say anything anymore), and press ctrl+a, you get the attribute editor where formerly the channel box has been. (By pressing ctrl+a again, you can change it back) Under render stats, there are several checkboxes, and you just make sure that all are checked. And voilá! It renders :)
Hi, some of us have noticed some issues when we render the eleven rig. When doing a batch render the right arm locks in place and doesn't animate. It works fine in the maya file and in a playblast, just not in the rendered files.
Have you noticed this problem before? Any ideas on how to fix it?
This might sound lame to you, but this seems to be a similar problem to the one that is described here: http://elevenrig.blogspot.de/p/bugtracker.html (in red) Meaning, that you probably are not running the latest version of maya 2012 and have therefore problems with maya's inability to calculate eleven's IK arms correctly. Upgrading to the newest service pack of maya 2012 should get rid of that problem, if not, please let me know.
Is this the right place to ask about problems? I have this one: I'm using your Maya rig to create a walk cycle and after I've done all the work with the legs and moved onto the torso, it turns out the head got detached from it's controller. Moving the ring that goes around the head moves only the model's neck. I've checked previous saves and the only one without the problem is the very first one, before I even got the starting position right and the unedited original. I'm working on a student version of 64bit Maya 2012. Is there a way I can reattach the head to the controller without having to animate everything all over again? Thanks in advance!
Hi! Yes, that's right place to ask questions. Here's what probably went wrong: While wanting to set an initial key on everything, you probably also selected some joints in the head that for some reason or other I can't hide per default yet, and thus broke the rig.
Please hide the joints from the viewport before setting a key on everything, then this wont happen to you anymore.
And in order to get this working again, you either do the walk again, should take a considerably less amount of time than the first try, but that's not what you want hear, I know :) There are also some scripts that let you export and import animation, one very well working wich I am myself using on such occasions is called dkanim and can be downloaded from creativecrash.com.
Thanks for the quick reply! Indeed I keyed everything at one point. To my surprise simply selecting the head and deleting the key worked and all is fine and dandy now. Time to finish that cycle!
Thanks! I'm not quite sure if I can follow you? As long as you're talking about the Maya version, there is of course a function to open and close the eyelids. Did you check the video tutorials already?
I have recently wanted to animate with FK and have had a issue with the fk on the arms. I turned off joints before I began animating and then in the global/master control set the arm IK to FK blend to 1. This seemed to work fine to begin with but it randomly breaks and the wrist/forearm control breaks away from the body and key frames dont seem to have any effect.
Just wondering whether I am doing something wrong as this happens with older versions of the rig as well. I am using Maya 2011.
Hi! Thanks, glad to hear it! Your problem sounds like one that can be probably remedied by upgrading to maya 2011 service pack 2 (freely downloadable on the autodesk site) Let me know if the issue persists after that :)
Hey there, I wondered what the usage rules for this rig were. Creative Commons? Attribution? I wanted to make a short film with the rig and post it to a festival or two, is this ok and if so who should i credit?
That should be no problem, I'd be glad if you could credit the eleven second club community, as this has not been the work of a single person. Also, it would be great if you could post your stuff on the forums, if you like :)
I'm having a texture problem with the rig, I'm currently using maya 2013, and whenever I open, import or reference the eleven rig it cannot find the texture for the skins. Please help me =_=
Yes. You need to relink the texture files. Go into the hypershade, click on the textures tab double click the texture nodes for the face and the skin (and probably the eyes as well) and relink the path to the texture files there.
Hey lovely rig!! I really appreciate what you have done here ;) Will you at some point create an IK/FK switcher tool? i.e you animate the arms in IK and suddenly realise you want to switch them to FK. You'll end up losing that animation. Would it be possible to create a tool to switch it between the 2 kinds? (IK and FK) with also maintaining the previous animation?
Hey just another thing, I've noticed that the membrane of the eye protrudes out through the eye lid. I cant see a way of amending this on the rig. I may have to attempt to go in and re-model the eye lid -- Or at least figure a quick fix for today's handin!!! :S (Im currently making the eye blink similar to a human - where the upper eye lid travels further than the lower eye lid)- If this helps you understand / can replicate the issue
Hey, just another thing to point out, that when you switch the body to smooth. The long sleeve shirt underneath splinters through the Tshirt on top, creating an unwanted patchy T-shirt on the model. Sorry to be the bringer of bugs! :s ... I wish you good luck as its a wonderful looking rig - why I choose it ;)
Hi! These issues are known. The eyes crashing through the lids can be amended by the 'eye crash correction' on the eye's controllers. This scales down the eye a bit to keep it from crashing through the lid when closed. The other bug happens because the clothes are no textures, but materials applied to groups of polygons. When switching to highres, maya gets confused where to put what texture. Just reconnect the materials, and everything will be fine. I highly suggest you watch the introductory videos, many things get explained there. Have fun animating!
Hey there, I have watched both videos again and I dont see anything about matching materials or the eye fix. I am still getting to grips with maya and do not know how to re-connect the materials? because it seems that the materials seem connected in the attribute editor (ie they have a material for each segment of clothing).
I have found something that ressembles an eye position compensator (the large blue sphere ctrls at each eye) - though the right eye's one seems buggy when you move it -- the eye pops into an unwanted place. Just thought you should know. I have physically moved the eye's geometry on this particular eye as a temporary fix.
Hi. On the Eye_headCtrl, that is the big blue triangle coming from the middle of the face, there are two attributes L Eye Crash Correction and R Eye Crash Correction. These are there so you can correct the eyes from crashing through the eyelids. Unfortunately, I have no idea what blue sphere ctrls you are referring to. As to the materials: If you select some polygons, rightclick the material and select 'assign material to selection', you are connecting the material to the selected polygons. To speed this up, you can first rightclick, say, the tshirt material, and select 'select objects with material' shift-select the polygons with the wrong color and do what I have described above. All this falls under basic texturing in Maya, maybe you'll find some tutorials on that on the internet. Good luck!
THe GUI will probably not work. But you install it like any other script, copy the files to the respective folders in your maya directory, and source the script. Good luck!
Hey there, I seem to be getting weird black artifacts appearing on the eye's membrane, Ive upped the samples and using final gather - atm it seems to be linked with trace reflections in mental ray options on the object shape. i turn it off I lose the issue, but I also lose the reflections :s Im using mental ray, final gather, are light, spotlights and direct lights in the scene.
Hey Im not sure what I've done to the rig but the Lip and Eyebrow controllers aren't behaving anymore. When I try to translate either of these controllers the blend shapes snap from one shape to another. Not sure how to remedy this myself, please help XD
Hi! I'm guessing you accidentally set the driven keys of the facial blendshape node to stepped. select the eleven_Head_faceShapes node, and set the driven keys back to linear. That won't bring back the behavior as it was before, but close enough. I suggest you reference the rig the next time you're using it, then this can't happen again. :)
This means Maya can't find the texture files. That's because this is still pointing to the directory on my computer, which you naturally can't access. Just relink those texture files and everything will be awesome.
Hi! We've been using this rig a lot in class. I think we should really be including a credit for the model/rig when people include work with it on their reels. What would you like it to say?
Hi! I'm glad to hear that! Well, since this has been a joint venture by many people, I usually ask people to credit the 11second club community, that'll be fine :D
I am having the same issue as someone posted about the head detaching. I posed my character, selected everything, and then keyed it. When I went to move the waist control the head detached.
I read that you said to hide some of the head joints, do you know which ones specifically...or more importantly how do I hide them in general? Thanks!!
Hi, Thanks for this great rig, it's a great tool for learning!
One problem I've discovered with the blender version: The eyebrows shift in strange ways when the head is rotated, and with thicker eyebrows it's really bad.
By the way, how can I learn more about building this type of a rig?
First off big round of applause for the work that has gone into this character. We ALL appreciate it! Ok, this may sound kind of beginnger but I couldn't find it on your tutorial. I can't find the controllers that are able to key ALL.. for rotate, translate etc so when I hit the curve editer I will be able to view all the keys.
Let me know if you have the answer, I'm working on the latest 11 second club and if I had the answer to this I could animate much faster!
sorry ... just copying my comments from another section...
Fantastic job for this rig (blender 1.3) becoming one of my favorite in blender !
Here are some comments... I confirm : The eye controler doesn't follow the head Z rotation.
To improve : -the hands controls aren't easy to use (just try to make a fist)... couldn't we have something similar to the traditionnal blender autorig with rotating and scaling the finger controlers to rotate all fingers in 2 clics ? -teeth control doesn't rotate. -more amplitude on the eyebrows would be nice (to make him more angry) -more controls on the eyelids ? -generaly unlock the grab/scale could help on some cases (chest, shoulder, fingers ?)
But sincerly ... great job ! Appart from the fingers, this rig is really clean, simple and fast.
Hi! Sorry, I cannot offer support for pre-2009 versions. To enjoy the full funtionality, I advice you to upgrade to a version newer than 2011.
If you, however, check the 'ignore version' checkbox in the open file options, you might be able to still open the rig in maya 8.5. If this option is not present, you need to open the maya file in a text editor and change the line which says 'requires maya 2012' to maya 8.5. I think there are two similar occurrences of this within the first 30 lines of the document.
This is, however NO guarantee that this will work on such an old version.
Hi, Thanks for this great rig. Here's a little thing about it, the mustache doesn't follow the face when I put some subdivision on the body mesh (3ds max).
Hey there !! Thank you for this awesome rig ! I do have one question. I downloaded the 3ds Max version and can't find the IK/FK switch. Can you please explain me how to switch? Thank you !
Not 100% certain if this is a bug or not. I am using Eleven in Maya and running OS X. I'm putting together a walk cycle using FK arms. When I select the FK Should ctrl and go into the graph editor, it isn't showing the rotate x, y, z attributes that I keyed. It is only showing scale x. Has anyone else seen this? Am I missing a simple setting?
Thanks very much for taking the time and effort to aid everyone out there in reaching their own personal goals in animation by supplying a very sturdy and well designed rig!
Just a question: Will you be updating the Max version of the Eleven rig soon? It seems there are a few things that still need tweeking as far as the customization goes (i.e. hairstyles unfinished etc) I'm just getting back into animation and Max is all i know atm (yes I know, I should just go learn Maya but I'd much rather stick to Max for the time being lol)
Greetings Eleven rig creators. Fist of all, my compliment’s for the rig. I have been using it for quite a wile and it’s many functions make my animation look more reel every time I find some new switches. This morning though, opening Maya, my rig’s face was completely pulled down. Any idea how to cheer him up and make him normal again with out loosing my animation? All the best
hi! Thanks, and, no, I have no idea why such a thing happens, sorry :/ If something like this happens to me (it does, on all kinds of rigs) I tend not to waste a lot of time on that issue and just export all the animation to a new scene with a fresh instance of the rig. Hope that helps?
Well, i usually use some script like dkanim (look on creativecrash for that). I think there is a how to be found there? If not, I'll let you know how :)
It's super easy to use. Really enjoyed animating with it. Couldn't figure out how to get the arm pole vectors to follow the chest instead of using world space. I know the leg PVs can be set to ankle relative, is there something for the arms I'm missing? Trying to avoid using the non-PV twist control method.
Hi, i am facing a problem when i am rendering the eleven rig with body smooth on i see black patches on the legs. also in the viewport the eyebrows are smooth but in render it comes out as if the smooth is off.. Please help me with this problem
The black patches is a known problem that appears when the body smooth is turned on. I'll see to it on the next update, that might happen anytime in the near future. For the time being you need to reassign the texture to get rid of it. As for the unsmoothed eyebrows, try using mental ray instead of the maya software renderer and see if that helps. :)
Hello- The rig no longer works in maya 2015 :( the foot roll is broken and the right eye turns black. You can turn on legacy view port for the eye texture as a workaround for plasyblasts but the texture is broken. Help?
First of all, THANK YOU for putting out such an awesome rig for FREE. I have just started playing around with the 3DSMAX version that you released. I can't wait to start animating with it. CHEERS!
Hi, this is one of the greatest rigs I've worked with. I would like to make one request if you haven't already. Is there a eleven rig with 5 fingers or possible to get one?
Hi! Thanks for the kind words! As of now, there are no plans on addin an extra Finger to the hands, I once thought about adding that as an option, but I never got around to actually doing it...
Hello! First off, I must say this is one of the best models I've worked with, from the user friendly controllers to the ability to change character model variations on site!
Unfortunately, I ran into some kind of texture issue. The right eyeball is either completely missing its texture or it is completely blacked out. I've tried re-downloading and opening the file via different methods to no avail. If you have the time to, would you kindly help me resolve this issue? Thank you!
Hi! And thanks! First off, are you using maya 2015? If so, doublecheck that you're running the latest service pack, and check this thread at the 11secondclub, where this issue surfaced and got resolved: http://www.11secondclub.com/forum/viewtopic.php?pid=180485 Please let me know if that solved your problem! Then I'll update the official download link :)
I ran into a problem with the rig. I'm using the most recent version in Maya 2015.
After splining my keyframes, I decided to go back to my previous versions before the spline to fix some blocking issues. Despite saving all of my files, every file is ruined. The lip controls are no longer working. Even though my keyframes are still there and even though I can move the controls, the controls no longer effect the lips -- or anything.
Hi!! I download the 3dsMax latest version but the l_swiffle_IK_elbow_control, doesn't work, how can I fix that? I used the r_clavicle_IK_FK_control, but I have the polygons crushed :( When open, ask for a jpg file named eye.05. I coudn't move the head also.
Hi, my friends and I are having trouble using Eleven's facial features when trying to animate. In the attributes section, the numbers change but the face does not. Eleven also comes in (when opened in Maya) with one eye black and the other textured. It renders fine, but it's strange. The controls for Eleven are good when it's the large body parts such as spine, legs, arms etc., but Eleven's face (lips, nose) will not work. Some of us had to animate using the deformers from turning them on in the global control instead. Only way the cheeks, lips, and nose will move/animate. I hope this can be fixed. Thank you!
Hi! I guess youre using maya 2015? Last year I made a fix for maya 2015, which seemed to fix some incompatibility problems, and asked the person who reported the roor to tell me it this fixed it, but unfortunately he/she never answered back :( can you check if this resolves the problem? https://dl.dropboxusercontent.com/u/10299684/ElevenRig_V1.2_fixfor2015a.zip
Hello, i was facing the same problem earlier, but when i used your fix version, its working thank you very much. but the only problem is i have to animate the whole thing again.
Hi, I'm using the Eleven rig in Maya 2015 and the two lip controls' x-axis aren't working when I save and reopen the file. The controls are moving but the mesh is not. Here's a gif of the problem:
Hi! To me it looks like you either have stepped preview on in the timeline, or you maybe did a dragselect over everything and hit key all... Other than that, I'm at a loss, and rather need to see your scenefile to find out the problem you're having...
Hi, I really love your rig, still have to try the 2015 fix, but I have another problem. I am trying to add other geometry to the mesh but it would not become influenced. Also can you please provide documentation on the skeleton setup. I am trying to skin a newer mesh but am unable to find bones for the arms.
Hi, thanks for this great rig! One bug with the Maya version (1.2): the right eye appears black. Fix is to reverse the normals on Vitor_Eye_olho_geo and Vitor_Eye_pupila under r_eye_dir_grp.
Hi ya, I've just migrated to a full 3dmax studio and would love to use this rig when i'm animating in my weekends and after work, but the 3ds max drop box link to the 3dsmax file seems to be broken.
It's be amazing if you could reupload a max version, there is only minimal quality rigs out there for max
I imported the newest version of Eleven (1.2v) into Maya and the Character_Right eye is only appearing as black. Has anyone had this happen or found a solution?
Hey congrats on this new rig, I'm working on a few realistic textures for your rig, kinda similar of what i've done to bishop! Here is a sample of what im doing.
ReplyDeletehttp://i224.photobucket.com/albums/dd102/ibrahx/Screenshot2011-01-17at92720PM.png
http://i224.photobucket.com/albums/dd102/ibrahx/Screenshot2011-01-17at92710PM.png
[IMG]http://i224.photobucket.com/albums/dd102/ibrahx/Screenshot2011-01-17at92710PM.png[/IMG]
Congrats everyone....U guys have done a great job!!!
ReplyDeleteAjfrank via the forum:
ReplyDelete-It'd been nice to have the eyelid and blink controls on the 'eye socket controls'
-Also the pupil scale does not work
-if to translate his eye target to either the left or right and lower his eye lids, his eye will start crashing through his lids
It's been very useful and easy to use your rig:)I am going start animate now:)
ReplyDeleteHow to enable this script in Mac os?
you mean the GUI? I think there are issues with the GUI on MAC osX, but I'm not sure. See the 11sc forum for further details on the GUI.
ReplyDeleteAs for the rig, you just unpack the .rar file and open the .ma file. No further scripts needed.
Cheers!
Wolfi
Hey,
ReplyDeleteI want to thank you guys for the rig. I have always been waiting for a customizable rig, like Bishop and you guys made my day!
I just have a small question, since I am new to Maya, Is there a tutorial on how to customise it?
No, not yet I'm afraid. Just play around with it, I guess most of it is self explanatory. The FK/IK switch of arms and legs can be found on the ground controller.
ReplyDeleteCheers!
Thanks for the reply. I couldn't resist experimenting with this awesome rig. One thing that I've noticed is that the body maintains its proportion, the legs for example, when stretched. It would be more natural to give it the 'rubber band' effect, just like what's happening with the head.
ReplyDeleteFANTASTIC JOB
Regards,
Shwan
Hi!
ReplyDeleteYou spotted my post on my teaching blog:
tarateach.blogspot.com
I love your rig! Very easy to work with. I can't wait to try some test animation on it.
Any suggestions for making it work faster?
:o)
Tara
Hi!
ReplyDeleteThanks! I can't really take credit for the rig itself, most of that was made by Angelo (thats Dance3D on the 11sc forum) and Zorren, I'm just there for the bugfixes because those two don't seem to have that much time atm. :D But the speed was when I tested some generic thrown keys went to about 8 fps on my age old Dell Workstation. Did you use the latest version of the rig? And set the Body smooth and the face smooth to 0?
@ shwan, I think volume presevation was something that was planned in the rig... I'll check if we can include that on future version...
Cheers!
Wolfi
Thanks so much for the rig. It's awesome so far!
ReplyDeleteI feel dumb for asking, but I can't find the tongue control, is there one?
Also, for some reason the textures aren't loading for me when I open the file. I'm on a mac,so I don't know if that's an issue.
Lastly, can someone explain how to switch from a girl to a guy and how to customize stuff? I tried simply turning on and off the guy and girl hair, but when I turn on the guy's hair, it doesn't stick to his head. Thanks!
Alex
Thanks!
Hi Alex!
ReplyDeleteThe Boy's hair stays on the head when I try so I'm not sure about that... as for the textures, you fire up the hypershade (located under window->rendering editors) and click the textures tab. there you can find all texture nodes, now you doubleclick them and relink the textures where you saved them to.
The gender switch is located at the ground controller. Once you set the attr. gender from male to female, you can customize the breasts, waist and hips. More customization to come :D
Cheers
Wolfi
Hi Wolfi,
ReplyDeleteThanks so much for the help. The textures work now. :)
I also figured out the problem with the hair, I forgot to make the curve linear when turning the hair on. My mistake. After that, it worked fine. :)
Also, did you say if there was a tongue control? Or did I miss that.
Thanks so much for the help. I'm using the rig right now for my animation class, and I absolutely love it.
Alex
wow you're right, there is no tongue control :S I'll put that in the bugtracker and fix it asap :D Thanks for the heads up! I'm glad that you like the rig!
ReplyDeleteCongrats guys! Very cool. Can I use the rig with my students for exercises? Of course with all credits.
ReplyDeleteYea sure! Please use it for whatever you want! And let us know if you find any bugs or improvements :D
ReplyDeleteIt would be great is we could get a Jason Osipa facial rig for 11 :D
ReplyDeleteHi Scott! Unfortunately, I don't think that this will work with the rig the way it is setup now. But Camaro is making a GUI for it and I bet there'll be something even better than the floating Osipa style controls when he gets to do the face GUI. :D cheers!
ReplyDeleteHi,
ReplyDeletethank you for rig, is very cool. But I just want report a little bug. When I create a Motion Trail, and then when I want move a key on the timeslider Maya has loading problems, it slows down.
Hi!
ReplyDeleteUnfortunately, I cannot reproduce your issue, mostly because I never used motion trails before. Could you be more precise?
Thanks!
Wolfi
Thanks for your answer !
ReplyDeleteOkay, so you just make an animation, then you select one controler of your character (the hand for example) and then you go in Animate => Create Motion Trail.
Ater, when you want to move the keys on your time slider, Maya has to load for each move and become very slow.
Another person has the same problem that 's why i told you.I know that is very specific and I don't know how to fix it. Maybe it's just Maya 2011 bug....
Hi!
ReplyDeleteI had a loot at it and compared eleven against a primitive cube and moom. At the cube it ran faster (naturally) and on moom, it was similar slow. I checked with maya 2010 as well, couldn't find a big difference, though. I guess this is a maya bug? My tip would be that you use ghosting on the controllers. That way you'll get far better performance and you can see the spacing as well :D
Cheers!
Wolfi
Okay, maybe it's Maya or my Computer but it's kind of weird because I never get this with others rigs. Use ghosting is good for posing I think but I like the motion trail because it's very useful to look path in space of a movement of a specific controller.
ReplyDeleteAnyway, thanks a lot for your answers !
Regards.
Joffrey
I am getting error on script. I got the tab control. When I click any control it got this error message // Error: No object matches name: 0:Global_Scale.r_arm_IKBlend
ReplyDeleteIt happens only in beta version and new script. It works well in old rig.
Hi!
ReplyDeleteI think if you post this GUI related on the 11sc forum or on Camaros Creativcrash page, he'll probably be able to help you better that I can do here :D But I think this issue has been resolved in the forum already if I remember correctly...
Cheers!
Wolfi
Beautiful rig! You probably caught it already but the boy's hair doesn't stay with the body.
ReplyDeleteIt doesn't? That's odd, because it does on my machine... Did you key any joints in the head? If you did, you shouldn't :D
ReplyDeleteHi, I hid the breast controls and the individual eye ball controls and can't find where to un-hide them again, it seems hiding the controls hides the option too. Also, Eleven doesn't appear to be looking at the eye_all_controller unless it's directly in front of the face.
ReplyDeletehttps://dl-web.dropbox.com/get/Photos/Eleven/Picture%203.png?w=0e6b2889
Hi!
ReplyDeleteThe breast controls can be hidden and unhidden by turning the gender option to male or female. The Eye controls are not made to be hidden yet.
Basically, if you just go ahead and hide stuff, it naturally becomes quite hard to find it again, especially in a highly complex hierarchy like a character rig. I suggest that you open a fresh scene with eleven, find out what the controls are called and where they are located, and select and unhide them in you animation scene.
The eye all control only works if you set the Aim attribute to world.
Cheers!
Wolfi
Hi,
ReplyDeleteJust want to say first that I love the design of the rig and the male and female options...but I am having a lot of trouble with the facial features of the rig.
The eyes do weird things where they role on their own, it looks like it's the bone moving, or what ever the blue triangle shapes that stick out of their eyes (sorry I'm new to Maya). Also, I can't seem to key the teeth. I can move them, but they just won't key. Has anyone else had this issue?
Hi!
ReplyDeleteSorry I didn't get what you meant about the eyes... Although I curious why anyone would want to animate the teeth, they key fine on my machine. :D It's the zig-zag shaped control next to the head. One thing that can break everything is if you select everything with clickdrag over the model and keying all. Before this works you need to hide all joints! (in the viewport view->joints tick off)
Hope this helps :D
Cheers Wolfi
WOw! Wonderful rig! I'm playing around whit it right now, preparing to make the 11 Sec Club competition of April.
ReplyDeleteNow: in the "Global Scale" ctrl when i put "1" on "L Arm Deformer VIs" nothing happens. All the other deformers Vis works fine, but not that. It's me or a bug?
Oops.. Sorry, my bad :D I changed that, its working now so you can either redownload it or unhide the l_shoulder joint...
ReplyDeleteCheers!
sorry
Wolfi
How do you customize the charcter???
ReplyDeleteHello Anonymous. You do seem very precise in you question:
ReplyDeleteYou can customize the character by scaling most of the limbs, the head the hands, etc. You can change the facial features, hair, beard, eye color, texture and you can also change from male to female and edit the female attributes.
Just try the controllers.
I get a syntax error when I type 11GUI in the Mel tab.
ReplyDeleteHi Anonymous again :D I think you should post this again at the 11sc forum: http://www.11secondclub.com/forum/viewtopic.php?id=9206
ReplyDeleteThere Camaro would be most likely to help you.
Cheers!
Wolfi
Just found your Rigg today...Opened it up and love it already...I can't wait to animate with it!
ReplyDeleteThanks for giving this out!!!
Hi, another issue..not sure if it's something I did in the program or a bug with the rig. I didn't have this issue with the last project I worked on with this rig, but I figured I'd check.
ReplyDeleteWhen I selected and copy and paste the frame of the entire rig it does this..
http://hannamations.com/rig_issue.jpg
I turned off the joints, as well as deleted all the keys for them (I noticed they had been on for a bit when I was keying frames). Have you seen this issue at all? THanks :)
^In reply to that...I just figured it out.It was the breast controls. When i copy and pasted those it did that in the image on the right, but when I deleted them and then copy and pasted it was fine. Not sure if anyone else has had this issue. Still an awesome rig!
ReplyDeleteHi Hannah!
ReplyDeleteIf you accidentally keyed the joints, this will break portions of the rig, and if the keys are deleted afterward, this doesn't mend it again, unfortunately. I would say the next animation you do with the joints turned to invisible, you should be able to copy paste all keys, including the breast control :D
Without wanting to sound like a wise ass, did you know that you can copy poses by going to that pose, and then middleclickdrag in the timeline to the desired frame. This will move the timeslider while not updating the viewport. If you now set a key here, you will have a copy of that pose at this frame.
Cheers!
Wolfi
Hello,
ReplyDeletethanks for sharing this great rig.
Any solution o use the GUI with Maya 2010 mac ?
Tnks in advce
cicci8
hi, Will it be okay if I use this rig for my short? I'm thinking to submit my short to some film festivals. Thanks
ReplyDeleteHi!
ReplyDeleteSure, go ahead! I would just ask you credit the the Forum on the 11sc as source for the rig.
Thanks!
Cheers
Wolfi
Thanks Wolfi!
ReplyDeleteWhen I open the file, there's nothing on the screen. Maya say's it's there, but I don't see anything. I don't know what to do.
ReplyDeleteWell, you could start by telling us the error message you get when you open the file (if there is one) second, see if there is a checkmark in the "show" menu of your viewport next to polygons, NURBS curves and NURBS surfaces.
ReplyDeleteIf thats not helping, select something of eleven and press "F" (frame selection)
Thats all I can say to that atm.
Good luck!
Cheers!
Wolfi
Thanks for replying,but there's no error message. I think it's because the rig is a .ma file, and I've been having problems with .ma. The other kind, .mb, works fine. I'm using Maya 2011. Is this the wrong version? Edit: It's working now, but I don't know how I did it.
ReplyDeleteNope, everything's fine with maya 2011, and I'm glad that it's working now.
ReplyDeleteYou had probably some wrong viewport settings or something (I guess).
Btw, the only difference between .ma and .mb is that .ma is ascii code and .mb is binary, meaning that an .ma file you can also open with a text editor (and repair it, if something's broken) while a .mb you can't.
Your troubles with .ma probably arouse, because you had some unknown nodes in your .mb scene and maya therefore didn't want to save as .ma or vice versa.
Hope you enjoy animating eleven!
Cheers!
Wolfi
I cannot for the life of me find a document that explains what to do and where to put all the things that unpack with the rig. Was just wondering if someone could point me to that?
ReplyDeleteHey!
ReplyDeleteSorry, but you wont find one atm. As soon as I've got some more spare time, I'll create one.
For the moment, you'll just need to take a look at all the controls. But I think this rig is quite straight forward, you'll find the IK FK switch , the object space switchers and the gender switch on the Ground ctrl, and the elbow and knee pin and partially IK FK switching for the lower extremities on the elbow and knee ctrls. Everything else is more or less like any other rig.
Cheers!
Wolfi
Hello! The rig is great..thank you very much! Is there a way I can turn the visibility of the hands and torso off?
ReplyDeleteHey!
ReplyDeleteNot per default, sorry! You could distribute a transparent Lambert shader on the unwanted bodyparts, though...
Cheers!
WOlfi
I've had some problems where i've been able to move the right shoulder and pelvis bone, and ruining the rig completely. Sure that isn't possible. Also the rig is kind of filling a lot in the outliner, can it come under one node? Would I be able to help you in any way? I've modified my version to include a character set so applying keys to all controllers at one, divided into upper/lower body and face. Thinking of doing a tut on how the rig works and how to set it up. Would I be alright to post it here?
ReplyDeleteKeep up the great work ;)
Fast introduction to Eleven Rig - Enjoy!
ReplyDeletehttp://www.youtube.com/watch?v=mcPpaPqP4n4
http://vimeo.com/29915001
This is great, thanks!
ReplyDeleteI'll post it to the blog site within the next days, as soon as I've got some more time :D
Hi
ReplyDeleteJust been trying to use FK (with the arms). Not really what I was expecting. When I choose FK from the "elbow_IK_control", I get an elbow joint I can rotate, but there doesn't seem to be a shoulder joint? The elbow joint can be translated tho, which does give some control over the shoulder rotation... Is this how it's supposed to work?
Thanks
Hi!
ReplyDeleteNope, you just used the FK for the lower arm only. That's useful if you want to pin the elbow somewhere.
What you're looking for is the IK/FK switch on the ground controller.
Hi
ReplyDeleteOh right, so the IKBlend has to be set to 1...
The more I use this rig, the more I like it :O)
Cheers
Thats nice to hear :D
ReplyDeleteHI nice to talk to u .I kenny animation mentor from sky animations (p)LTD.I and my students are fan for your eleven rig.before we are using AM rig's.but now we are using your rig (eleven)i dont now how to say thanks to u but you are grate and genres.and i don't now where to add student work with your rig ?so i am adding this like to you .http://vimeo.com/33449886.this work is dedicated to you .and pls reply me if u like this work and pls add in your website.this is my mail id pls reply me on this krishna.skyanimations@gmail.com .if u like i will send some more works .ur friend from old Coffey shop.kenny.
ReplyDeleteI'm really glad you like it! Although we don't have a place for video uploads here on this blog, you can however encourage your students to upload their animation to the 11secondclub.com forum, where this rig originated from, for other to gaze at :D
ReplyDeleteWhen I lift the feet, the knees bend backwards. I'm relatively new to maya. Is there a setting I need to change in the rig? I'm running Maya 2011
ReplyDeleteHi!
DeleteThis happens, because the pole vectors are at the same position as the knees. Pull them in front of the knees and everything will be fine :D
Thank you very much, it's working great. Love the rig.
DeleteHi there!
ReplyDeleteGreat rig I must say!
However, from the latest version there is a UVs (?) bug when I switch body smooth to 1.
It looks like: http://i.imgur.com/fIlGk.png
I tried repairing materials/faces but as soon as I move rig controllers it goes back to the previous state.
Cheers for great work!
Hi Rafał!
DeleteI know of this bug, and it happens because the tshirt and trousers are applied to the body not as textures but shaders assigned to the mesh itself. If you up the tesselation (by setting smooth to a higher level) the maya has polygons it doesn't know how to shade.
I'll look into that soon, until then, you might want to assign for example the skin shader to the whole body and then reassign the tshirt shader to the appropriate polys (in highres mode)
Cheers!
Wolfi
Hey Wolfi!
DeleteThanks for help.
I will try that!
Good luck!
It would be nice if there was the ability to alter foot dimensions.
ReplyDeleteBigger, shorter... etc
Thanks!
sure! I'll add it to the wishlist. At the moment, you can change the feet's size by scaling the feet joints. Cheers for the heads up!
ReplyDeleteHey guys we found a bug in the right arm of the fk arm. It breaks from the controls and contorts in an odd way. It is in the elbow and wrist fk control on the right arm.
ReplyDeleteHi!
DeleteThank you for posting a bug.
Unfortunately, I am bit at a loss about what you're meaning? I'm seeing that the rotation pivot of the right lower arms' FK control is not where the elbow joint is, but I don't see any problems with that... Could you be more precise on this?
Thanks!
Cheers!
I'm just guessing, you're using the IK controll of the ellbow to rotate the lower arm, thats NOT the FK control. YOu can access that by setting the R Arm IK blend on the global scale control to "1". What you're moving is solely meant for the elbow pinning feature, which is still experimental. I strongly advice you to watch the tutorial videos I posted on this site.
DeleteCheers!
I was not using the ik control to move the elbow and i did turn the ik blend control to "1." I was moving the fk controls and i have familiarized myself with your rig. I like the rig a lot, but i'm just trying to give feedback on what i have experienced. I set both of the arms to "1" for the ik blend and only the right arm is doing this. only for the elbow and the wrist though. I have also found one more bug. when the eye controls are set to world or moving around the main eye control, the right eye moves a lot more than the left eye; mostly on the up and down. they do not move evenly, though this is not such a huge problem and can be counter animated, it may just be helpful to be have both eyes move at the same rate. is there anyway that i could send you a picture of what i mean on both of these issues?
ReplyDeleteYes please, a picture says more a 1000 words :D you can find my email if you view my blogger profile.
ReplyDeleteThanks again!
Hey hows it going. Great rig!
ReplyDeleteI'm using your eleven rig edit pack v1.1 in a short animation scene and have come across an issue. 11's foot will slide away from its controller as I move her hips downward. The controller (for the foot) isn't keyed and it stays in it's spot as the foot moves away. A short video example can be found here: http://www.youtube.com/watch?v=Cls_b8Qk_pQ
I've tested multiple scenes and am referencing the file in as well.
is there a quick fix for this? thanks in advance, B.
Hi!
DeleteI've just tried to reproduce this bug, and it worked fine on my machine. I'm kinda at a loss at what could cause this bug to appear at your scene. I am guessing, seeing you didn't hide the joints of the legs, that you accidentally keyed some of the leg joints. Doing this makes this problem appear in my scene as well. I strongly recommend to hide joints in the viewport setting before placing a key. The best thing you can do now is to export the animation of ONLY (!) the controllers, using a tool like dkanim (you can get that at creative crash) and import that into a fresh scene with an unkeyed rig.
Sorry for this, I am still in the process of hiding as many joints by default as I can, but I'm not through, yet.
Have fun!
i realized after posting, that the example isn't clear. here's a better one. http://www.youtube.com/watch?v=JlGPHAw3H3s
ReplyDeleteHello, I'm trying to add a glove to the wrist of eleven and i have already successfully did it. Problem is i wanted to add some skin weight so that the glove can deform properly when the wrist rotates. Is there anyway to enable the arms joints?
ReplyDeleteHi Terry!
DeleteThis is kinda complicated, I would recommend you just apply a wrap deformer to the glove, that way it will deform with the mesh accordingly.
Cheers!
Hi there,
ReplyDeleteI'm trying to animate the rig and every time
I try to animate his legs the skeleton always leaves the legs and makes the animation run from funny...
What can I do to keep the skeleton inside the legs?
Hi!
DeleteThis is either the problem bandcamp wrote about a few posts up( http://elevenrig.blogspot.de/2011/01/bugtracker.html?showComment=1334380156735#c8434396563370348529 ), or it might be solved by what I wrote about on the bugtracker main page:
http://elevenrig.blogspot.de/p/bugtracker.html
cheers!
Ayup
ReplyDeleteWhat's the difference between the ElevenRig_edit_pack_V1.1 and ElevenRig_V1.1 maya files?
Chrs for ur help
pt
Sup! the edit-pack has all the blnd shps included so u can edit them or mk nu 1s, the non-edit-pack hasn't so its just 4 animating.
ReplyDeleteU could also read that in my post here:
http://elevenrig.blogspot.de/2012/01/version-10-released.html
chrs and have fun!
Wlfi
Thanx for the super quick response, much appreciated.
ReplyDeleteI must be blind to have missed that post.
8oD
Np :D As for the GUI, that one has never been finished and probably never will. Maybe, if I ever get the time, I'll try to make a new one with that abxPicker. Until then, no working GUI, sorry :D
DeleteHi, I've started working with Eleven, and a problem has popped-up with the rig that I can't seem to fix.
ReplyDeleteThe foot controller has popped off of the right foot and the foot is in a position it shouldn't be in. I go and try to move the foot and rekey it, but when use the time slider and scroll back to check it, it goes back to the bad position like I never rekeyed it at all. It's like the controller is in the right place, but the foot won't stay attached to it?
I checked online and couldn't find an answer. I was hoping you had a way to fix it!
Thanks!
Leann
Hi!
DeleteWhat probably happened is that youaccidentally keyed a joint that shouldn't be keyed. This post seems to describe the same problem: http://elevenrig.blogspot.com/2011/01/bugtracker.html?showComment=1334380156735#c8434396563370348529
see if you can fix this with the sopution I wrote there. Thanks!
Problem with reflection.
ReplyDeleteI have a scene, where the rig is in front of the mirror. BUT the only thing that reflects is his head...Please help me.
I've tried to select the mesh,attribute editor and selected show in render ect. Nothing happened.
Render: mental ray
reflection/mirror is a plane, with bling material
Hi!
DeleteFor some odd reason, eleven's body is set to 'off' for visible in reflections and visible in refractions in the body's render stats.
The body should them be renderable. I'll change that on the next update round :D
Cheers!
I'm having the same problem. Is there anything I can do in my scene right now to make the body show up?
DeleteHi Tina!
DeleteYOu might want to check the answer I gave for this question. :)
Sorry. I'm new to maya, so didn't really understand the reply. Your last sentence lead me to believe it wasn't something I could fix and that I'd have to wait for you to update.
DeleteI can google a solution now that I know to look for 'render stats.' Yay learning new things. Thank you! :D
If you select the geometry that is doing this, the body in this case (in order to do this, you have to click on the 'r' of the doNotTouch_grp layer until it doesn't say anything anymore), and press ctrl+a, you get the attribute editor where formerly the channel box has been. (By pressing ctrl+a again, you can change it back)
DeleteUnder render stats, there are several checkboxes, and you just make sure that all are checked. And voilá! It renders :)
Thank you so much! It's working!! :DDD
DeleteYou're very welcome! :) I'll change that for good with the next release, I promise :D
DeleteHi, some of us have noticed some issues when we render the eleven rig. When doing a batch render the right arm locks in place and doesn't animate. It works fine in the maya file and in a playblast, just not in the rendered files.
ReplyDeleteHave you noticed this problem before? Any ideas on how to fix it?
Thanks so much!
Leann
This might sound lame to you, but this seems to be a similar problem to the one that is described here:
Deletehttp://elevenrig.blogspot.de/p/bugtracker.html (in red)
Meaning, that you probably are not running the latest version of maya 2012 and have therefore problems with maya's inability to calculate eleven's IK arms correctly.
Upgrading to the newest service pack of maya 2012 should get rid of that problem, if not, please let me know.
Thanks!
Is this the right place to ask about problems? I have this one: I'm using your Maya rig to create a walk cycle and after I've done all the work with the legs and moved onto the torso, it turns out the head got detached from it's controller. Moving the ring that goes around the head moves only the model's neck. I've checked previous saves and the only one without the problem is the very first one, before I even got the starting position right and the unedited original.
ReplyDeleteI'm working on a student version of 64bit Maya 2012. Is there a way I can reattach the head to the controller without having to animate everything all over again?
Thanks in advance!
Hi!
DeleteYes, that's right place to ask questions. Here's what probably went wrong: While wanting to set an initial key on everything, you probably also selected some joints in the head that for some reason or other I can't hide per default yet, and thus broke the rig.
Please hide the joints from the viewport before setting a key on everything, then this wont happen to you anymore.
And in order to get this working again, you either do the walk again, should take a considerably less amount of time than the first try, but that's not what you want hear, I know :)
There are also some scripts that let you export and import animation, one very well working wich I am myself using on such occasions is called dkanim and can be downloaded from creativecrash.com.
Good luck and happy animating!
Thanks for the quick reply!
DeleteIndeed I keyed everything at one point. To my surprise simply selecting the head and deleting the key worked and all is fine and dandy now. Time to finish that cycle!
The character is sooo cute! great job on the rig, but you think you can add eye lids that open and close?
ReplyDeleteThanks! I'm not quite sure if I can follow you? As long as you're talking about the Maya version, there is of course a function to open and close the eyelids. Did you check the video tutorials already?
DeleteThanks for the rig.
ReplyDeleteI gather from the last comment there is no eyelid control for the blender version, cos I still cannot find one :(
I'll see if Pascal can have a look into that :)
DeleteAwesome rig! I love animating with it!!
ReplyDeleteI have recently wanted to animate with FK and have had a issue with the fk on the arms. I turned off joints before I began animating and then in the global/master control set the arm IK to FK blend to 1. This seemed to work fine to begin with but it randomly breaks and the wrist/forearm control breaks away from the body and key frames dont seem to have any effect.
Just wondering whether I am doing something wrong as this happens with older versions of the rig as well. I am using Maya 2011.
Hi!
DeleteThanks, glad to hear it! Your problem sounds like one that can be probably remedied by upgrading to maya 2011 service pack 2 (freely downloadable on the autodesk site) Let me know if the issue persists after that :)
Hey there, I wondered what the usage rules for this rig were. Creative Commons? Attribution? I wanted to make a short film with the rig and post it to a festival or two, is this ok and if so who should i credit?
ReplyDeleteThat should be no problem, I'd be glad if you could credit the eleven second club community, as this has not been the work of a single person.
DeleteAlso, it would be great if you could post your stuff on the forums, if you like :)
Sure, Ill do that. Cheers!
DeleteI'm having a texture problem with the rig, I'm currently using maya 2013, and whenever I open, import or reference the eleven rig it cannot find the texture for the skins. Please help me =_=
ReplyDeleteYes. You need to relink the texture files. Go into the hypershade, click on the textures tab double click the texture nodes for the face and the skin (and probably the eyes as well) and relink the path to the texture files there.
DeleteThank you do much :D
DeleteHey lovely rig!! I really appreciate what you have done here ;)
ReplyDeleteWill you at some point create an IK/FK switcher tool?
i.e you animate the arms in IK and suddenly realise you want to switch them to FK. You'll end up losing that animation. Would it be possible to create a tool to switch it between the 2 kinds? (IK and FK) with also maintaining the previous animation?
Kind regards,
Chris
Actually, yes, I thought of that. I'll put it on the wishlist for the next version 2.0 :)
DeleteAwesome! :D.. great stuff.... just gotta animate like crazy now to get this in - ontime! :s o_O
DeleteHey just another thing,
ReplyDeleteI've noticed that the membrane of the eye protrudes out through the eye lid.
I cant see a way of amending this on the rig.
I may have to attempt to go in and re-model the eye lid -- Or at least figure a quick fix for today's handin!!! :S
(Im currently making the eye blink similar to a human - where the upper eye lid travels further than the lower eye lid)- If this helps you understand / can replicate the issue
Hey, just another thing to point out, that when you switch the body to smooth. The long sleeve shirt underneath splinters through the Tshirt on top, creating an unwanted patchy T-shirt on the model.
ReplyDeleteSorry to be the bringer of bugs! :s ...
I wish you good luck as its a wonderful looking rig - why I choose it ;)
Hi!
DeleteThese issues are known.
The eyes crashing through the lids can be amended by the 'eye crash correction' on the eye's controllers. This scales down the eye a bit to keep it from crashing through the lid when closed.
The other bug happens because the clothes are no textures, but materials applied to groups of polygons. When switching to highres, maya gets confused where to put what texture. Just reconnect the materials, and everything will be fine.
I highly suggest you watch the introductory videos, many things get explained there.
Have fun animating!
Thankyou :D
DeleteI will look for them! :D
Hey there,
DeleteI have watched both videos again and I dont see anything about matching materials or the eye fix.
I am still getting to grips with maya and do not know how to re-connect the materials? because it seems that the materials seem connected in the attribute editor (ie they have a material for each segment of clothing).
I have found something that ressembles an eye position compensator (the large blue sphere ctrls at each eye) - though the right eye's one seems buggy when you move it -- the eye pops into an unwanted place. Just thought you should know.
I have physically moved the eye's geometry on this particular eye as a temporary fix.
Though still baffled with the textures
Hi. On the Eye_headCtrl, that is the big blue triangle coming from the middle of the face, there are two attributes L Eye Crash Correction and R Eye Crash Correction. These are there so you can correct the eyes from crashing through the eyelids. Unfortunately, I have no idea what blue sphere ctrls you are referring to.
DeleteAs to the materials: If you select some polygons, rightclick the material and select 'assign material to selection', you are connecting the material to the selected polygons. To speed this up, you can first rightclick, say, the tshirt material, and select 'select objects with material' shift-select the polygons with the wrong color and do what I have described above. All this falls under basic texturing in Maya, maybe you'll find some tutorials on that on the internet.
Good luck!
Hey, please
ReplyDeleteHow to install the GUI for Win? Thanks.
THe GUI will probably not work. But you install it like any other script, copy the files to the respective folders in your maya directory, and source the script. Good luck!
DeleteYeah, it seems i´m having some troubles for unzip this rig properly. Could you give some instructions?
ReplyDeleteSorry, if you're having trouble. What kind of trouble is that?
DeleteHey there,
ReplyDeleteI seem to be getting weird black artifacts appearing on the eye's membrane, Ive upped the samples and using final gather - atm it seems to be linked with trace reflections in mental ray options on the object shape. i turn it off I lose the issue, but I also lose the reflections :s
Im using mental ray, final gather, are light, spotlights and direct lights in the scene.
Do you have any advice please?
As I have next to no idea of rendering, I don't, sorry. I wouldn't even know what exactly you are talking about :D
DeleteHey
ReplyDeleteIm not sure what I've done to the rig but the Lip and Eyebrow controllers aren't behaving anymore. When I try to translate either of these controllers the blend shapes snap from one shape to another. Not sure how to remedy this myself, please help XD
Hi!
DeleteI'm guessing you accidentally set the driven keys of the facial blendshape node to stepped.
select the eleven_Head_faceShapes node, and set the driven keys back to linear. That won't bring back the behavior as it was before, but close enough. I suggest you reference the rig the next time you're using it, then this can't happen again. :)
Beautiful!!
DeleteThat worked a treat, thanks heaps.
Awesome rig by the way, easily one of my favourites to animate with :)
Hi, I´ve got this annoying message when I try to render:
ReplyDelete// Warning: (Mayatomr.Shader) : skin: referenced texture file "F:/01Maya filez/Characters/ElevenRig_v1.2//Source Images/body_skin.jpg" doesn't exist, ignored //
// Warning: (Mayatomr.Shader) : face: referenced texture file "F:/01Maya filez/Characters/ElevenRig_v1.2//Source Images/head.jpg" doesn't exist, ignored //
// Warning: (Mayatomr.Shader) : eye_texture: referenced texture file "F:/01Maya filez/Characters/ElevenRig_v1.1/Source Images/eye.01.jpg" doesn't exist, ignored //
This means Maya can't find the texture files. That's because this is still pointing to the directory on my computer, which you naturally can't access. Just relink those texture files and everything will be awesome.
DeleteHi! We've been using this rig a lot in class. I think we should really be including a credit for the model/rig when people include work with it on their reels. What would you like it to say?
ReplyDelete:o)
Tara
Hi!
DeleteI'm glad to hear that!
Well, since this has been a joint venture by many people, I usually ask people to credit the 11second club community, that'll be fine :D
Hi,
ReplyDeleteI am having the same issue as someone posted about the head detaching. I posed my character, selected everything, and then keyed it. When I went to move the waist control the head detached.
I read that you said to hide some of the head joints, do you know which ones specifically...or more importantly how do I hide them in general? Thanks!!
Nevermind, figured it out! Thanks again for the awesome rig :)
DeleteI was wondering may we use your rigs for school projects and competitions?
ReplyDeletesure, why not?
DeleteThe IK for hand doesn't work for some computers and for the ones it works it works only half of the time with Maya 2012.
ReplyDeleteRead this:
Deletehttp://elevenrig.blogspot.de/p/bugtracker.html
Hi,
ReplyDeleteThanks for this great rig, it's a great tool for learning!
One problem I've discovered with the blender version:
The eyebrows shift in strange ways when the head is rotated, and with thicker eyebrows it's really bad.
By the way, how can I learn more about building this type of a rig?
Best regards!
Hey,
ReplyDeleteFirst off big round of applause for the work that has gone into this character. We ALL appreciate it! Ok, this may sound kind of beginnger but I couldn't find it on your tutorial. I can't find the controllers that are able to key ALL.. for rotate, translate etc so when I hit the curve editer I will be able to view all the keys.
Let me know if you have the answer, I'm working on the latest 11 second club and if I had the answer to this I could animate much faster!
Thank you,
Tom
Hey Tom!
DeleteThanks, I'm glad you like it! I'm just not quite sure what you mean, can you clarify that a bit?
Thanks!
sorry ... just copying my comments from another section...
ReplyDeleteFantastic job for this rig (blender 1.3) becoming one of my favorite in blender !
Here are some comments...
I confirm : The eye controler doesn't follow the head Z rotation.
To improve :
-the hands controls aren't easy to use (just try to make a fist)... couldn't we have something similar to the traditionnal blender autorig with rotating and scaling the finger controlers to rotate all fingers in 2 clics ?
-teeth control doesn't rotate.
-more amplitude on the eyebrows would be nice (to make him more angry)
-more controls on the eyelids ?
-generaly unlock the grab/scale could help on some cases (chest, shoulder, fingers ?)
But sincerly ... great job ! Appart from the fingers, this rig is really clean, simple and fast.
can't import eleven rig using maya8.5 unlimited:
ReplyDeletepv_performAction "C:/Users/Dennis/Downloads/11secondclub_characters/ElevenRig_v1.2/Scenes/ElevenRig_V1.2.ma" "Best Guess";
file -import -type "mayaAscii" -ra true -namespace "ElevenRig_V1" -options "v=0;p=17" -pr -loadReferenceDepth "all" "C:/Users/Dennis/Downloads/11secondclub_characters/ElevenRig_v1.2/Scenes/ElevenRig_V1.2.ma";
// Error: file: C:/Users/Dennis/Downloads/11secondclub_characters/ElevenRig_v1.2/Scenes/ElevenRig_V1.2.ma line 5: Unknown Maya file version: 2012. //
// File read in 0 seconds.
// Warning: swatches file depend node not found, icon discarded: innermouth //
// Warning: swatches file depend node not found, icon discarded: layeredTexture3 //
// Warning: swatches file depend node not found, icon discarded: skin //
// Warning: swatches file depend node not found, icon discarded: eleven_Head_lambert11 //
// Warning: swatches file depend node not found, icon discarded: eleven_Head_fractal3 //
// Warning: swatches file depend node not found, icon discarded: longsleeve //
// Warning: swatches file depend node not found, icon discarded: Hair //
// Warning: swatches file depend node not found, icon discarded: eye_texture //
// Warning: swatches file depend node not found, icon discarded: Eye_Shader_transparency //
// Warning: swatches file depend node not found, icon discarded: Skin_body //
// Warning: swatches file depend node not found, icon discarded: tongue //
// Warning: swatches file depend node not found, icon discarded: teeth //
// Warning: swatches file depend node not found, icon discarded: Eye_Shader //
// Warning: swatches file depend node not found, icon discarded: face //
// Warning: swatches file depend node not found, icon discarded: eleven_Head_ramp2 //
// Warning: swatches file depend node not found, icon discarded: shoeslaces //
// Warning: swatches file depend node not found, icon discarded: shoes //
// Warning: swatches file depend node not found, icon discarded: layeredTexture2 //
// Warning: swatches file depend node not found, icon discarded: tshirt //
// Warning: swatches file depend node not found, icon discarded: pants //
// Warning: swatches file depend node not found, icon discarded: pupils //
// Warning: swatches file depend node not found, icon discarded: eleven_Head_fractal2 //
// Warning: swatches file depend node not found, icon discarded: Skin_head //
// Warning: Errors have occurred while reading this scene that may result in data loss.
Please check the Script Editor for details. //
// Error: Error reading file. //
Hi!
DeleteSorry, I cannot offer support for pre-2009 versions. To enjoy the full funtionality, I advice you to upgrade to a version newer than 2011.
If you, however, check the 'ignore version' checkbox in the open file options, you might be able to still open the rig in maya 8.5.
If this option is not present, you need to open the maya file in a text editor and change the line which says 'requires maya 2012' to maya 8.5. I think there are two similar occurrences of this within the first 30 lines of the document.
This is, however NO guarantee that this will work on such an old version.
This comment has been removed by the author.
ReplyDeleteHi, Thanks for this great rig.
ReplyDeleteHere's a little thing about it, the mustache doesn't follow the face when I put some subdivision on the body mesh (3ds max).
But again, many thanks for the rig.
Hey there !!
ReplyDeleteThank you for this awesome rig !
I do have one question. I downloaded the 3ds Max version and can't find the IK/FK switch. Can you please explain me how to switch?
Thank you !
Hello,
ReplyDeleteNot 100% certain if this is a bug or not. I am using Eleven in Maya and running OS X. I'm putting together a walk cycle using FK arms. When I select the FK Should ctrl and go into the graph editor, it isn't showing the rotate x, y, z attributes that I keyed. It is only showing scale x. Has anyone else seen this? Am I missing a simple setting?
Thank you,
John
I haven't yet, but I can have a look tonight, maybe its something simple :)
DeleteHey folks,
ReplyDeleteThanks very much for taking the time and effort to aid everyone out there in reaching their own personal goals in animation by supplying a very sturdy and well designed rig!
Just a question: Will you be updating the Max version of the Eleven rig soon? It seems there are a few things that still need tweeking as far as the customization goes (i.e. hairstyles unfinished etc) I'm just getting back into animation and Max is all i know atm (yes I know, I should just go learn Maya but I'd much rather stick to Max for the time being lol)
Thanks very much and keep up the awesome work!
Josh.
Greetings Eleven rig creators.
ReplyDeleteFist of all, my compliment’s for the rig. I have been using it for quite a wile and it’s many functions make my animation look more reel every time I find some new switches.
This morning though, opening Maya, my rig’s face was completely pulled down. Any idea how to cheer him up and make him normal again with out loosing my animation?
All the best
hi!
DeleteThanks, and, no, I have no idea why such a thing happens, sorry :/ If something like this happens to me (it does, on all kinds of rigs) I tend not to waste a lot of time on that issue and just export all the animation to a new scene with a fresh instance of the rig. Hope that helps?
very!
ReplyDeleteLittle tip on how to do that step by stap?
Well, i usually use some script like dkanim (look on creativecrash for that). I think there is a how to be found there? If not, I'll let you know how :)
DeleteThank you very much :)
ReplyDeletesadly I had trubble having access to the dhanim in creativecrash.
ReplyDeleteAny way you could help please? :)
probably because its dKanim, not dhanim :) here's the link:
Deletehttp://www.creativecrash.com/maya/script/dkanim--3
thank you! thank you! thank you!!!!
ReplyDeleteAwesome Rig :D
ReplyDeleteIt's super easy to use. Really enjoyed animating with it. Couldn't figure out how to get the arm pole vectors to follow the chest instead of using world space. I know the leg PVs can be set to ankle relative, is there something for the arms I'm missing? Trying to avoid using the non-PV twist control method.
This rigg is great, I just need help with the eyes because they don't render, they're just 2 black spheres. Any ideas? thx.
ReplyDeleteHi! Sorry for answering so slow, you probably dont have the texture loaded? That makes the eyes appear black when rendering.
DeleteHi, i am facing a problem when i am rendering the eleven rig with body smooth on i see black patches on the legs. also in the viewport the eyebrows are smooth but in render it comes out as if the smooth is off.. Please help me with this problem
ReplyDeleteThe black patches is a known problem that appears when the body smooth is turned on. I'll see to it on the next update, that might happen anytime in the near future.
DeleteFor the time being you need to reassign the texture to get rid of it.
As for the unsmoothed eyebrows, try using mental ray instead of the maya software renderer and see if that helps. :)
Hello- The rig no longer works in maya 2015 :( the foot roll is broken and the right eye turns black. You can turn on legacy view port for the eye texture as a workaround for plasyblasts but the texture is broken. Help?
ReplyDeleteHi! Thanks for the heads up! I'll try to have a look at it soon, but I can't promise anything at the moment.
DeleteFirst of all, THANK YOU for putting out such an awesome rig for FREE. I have just started playing around with the 3DSMAX version that you released. I can't wait to start animating with it. CHEERS!
ReplyDeleteHi, this is one of the greatest rigs I've worked with. I would like to make one request if you haven't already. Is there a eleven rig with 5 fingers or possible to get one?
ReplyDeleteThank you for a fantastic rig!!!
Hi! Thanks for the kind words! As of now, there are no plans on addin an extra Finger to the hands, I once thought about adding that as an option, but I never got around to actually doing it...
Deletehow do you move the head?. I can find any controls on it. Or maybe it`s something wrong in my max version. Working in 3dmax 2013
ReplyDeleteThanks
I'm also having this problem. is it just unfinished? max2015
DeleteHello! First off, I must say this is one of the best models I've worked with, from the user friendly controllers to the ability to change character model variations on site!
ReplyDeleteUnfortunately, I ran into some kind of texture issue. The right eyeball is either completely missing its texture or it is completely blacked out. I've tried re-downloading and opening the file via different methods to no avail. If you have the time to, would you kindly help me resolve this issue? Thank you!
Oh! And this is for the Maya version of the rig!
DeleteHi! And thanks!
DeleteFirst off, are you using maya 2015? If so, doublecheck that you're running the latest service pack, and check this thread at the 11secondclub, where this issue surfaced and got resolved:
http://www.11secondclub.com/forum/viewtopic.php?pid=180485
Please let me know if that solved your problem! Then I'll update the official download link :)
Hello.
ReplyDeleteI ran into a problem with the rig. I'm using the most recent version in Maya 2015.
After splining my keyframes, I decided to go back to my previous versions before the spline to fix some blocking issues. Despite saving all of my files, every file is ruined. The lip controls are no longer working. Even though my keyframes are still there and even though I can move the controls, the controls no longer effect the lips -- or anything.
I was wondering if you knew what happened.
HEY RIGG IS GREAT BUT WHERE IS THE FACIAL GUI
ReplyDeleteHi!!
ReplyDeleteI download the 3dsMax latest version but the l_swiffle_IK_elbow_control, doesn't work, how can I fix that? I used the r_clavicle_IK_FK_control, but I have the polygons crushed :(
When open, ask for a jpg file named eye.05.
I coudn't move the head also.
Thanks for your passion, time and love for this proyect!
Sincerely yours
Ed Bustos (México)
Hi, my friends and I are having trouble using Eleven's facial features when trying to animate. In the attributes section, the numbers change but the face does not. Eleven also comes in (when opened in Maya) with one eye black and the other textured. It renders fine, but it's strange.
ReplyDeleteThe controls for Eleven are good when it's the large body parts such as spine, legs, arms etc., but Eleven's face (lips, nose) will not work.
Some of us had to animate using the deformers from turning them on in the global control instead. Only way the cheeks, lips, and nose will move/animate.
I hope this can be fixed. Thank you!
Hi! I guess youre using maya 2015? Last year I made a fix for maya 2015, which seemed to fix some incompatibility problems, and asked the person who reported the roor to tell me it this fixed it, but unfortunately he/she never answered back :( can you check if this resolves the problem? https://dl.dropboxusercontent.com/u/10299684/ElevenRig_V1.2_fixfor2015a.zip
DeleteHii first problem i had when i opened ur fix zip is his textures does not work..
DeleteHad same problem, fix resolved it, thanks.
DeleteHello, i was facing the same problem earlier, but when i used your fix version, its working thank you very much.
Deletebut the only problem is i have to animate the whole thing again.
Hi, I'm using the Eleven rig in Maya 2015 and the two lip controls' x-axis aren't working when I save and reopen the file. The controls are moving but the mesh is not. Here's a gif of the problem:
ReplyDeletehttps://www.dropbox.com/s/yi2x5xv1j4ok1zz/elevenrig_issuein_maya2015.gif?dl=0
Hi! To me it looks like you either have stepped preview on in the timeline, or you maybe did a dragselect over everything and hit key all... Other than that, I'm at a loss, and rather need to see your scenefile to find out the problem you're having...
DeleteIm having a very similar problem, eyebrow controls move but don't effect the mesh how can I undo a drag select key or know if I've done this?
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteHi, I really love your rig, still have to try the 2015 fix, but I have another problem. I am trying to add other geometry to the mesh but it would not become influenced. Also can you please provide documentation on the skeleton setup. I am trying to skin a newer mesh but am unable to find bones for the arms.
ReplyDeleteHi, thanks for this great rig!
ReplyDeleteOne bug with the Maya version (1.2): the right eye appears black. Fix is to reverse the normals on Vitor_Eye_olho_geo and Vitor_Eye_pupila under r_eye_dir_grp.
salve ! could not find download link for elevenrig 3dmax.
ReplyDeleteplease send link ? thanks... romanbruni@gmail.com
Hi ya,
ReplyDeleteI've just migrated to a full 3dmax studio and would love to use this rig when i'm animating in my weekends and after work, but the 3ds max drop box link to the 3dsmax file seems to be broken.
It's be amazing if you could reupload a max version, there is only minimal quality rigs out there for max
Thanks for all your hard work
MD
I imported the newest version of Eleven (1.2v) into Maya and the Character_Right eye is only appearing as black. Has anyone had this happen or found a solution?
ReplyDeleteYou can select the eyeball and Reverse it.
DeleteAwesome rig! Just one question. Why I cannot download GUI for windows?
ReplyDeletein ankle IK control, roll attribute not working in positive value. using maya 2016
ReplyDeleteHelp me...
im not able to download this rig
ReplyDeletenot able to download the rig. Showing error
ReplyDeletenot able to download the rig. Showing error
ReplyDeleteSometimes when I rotate the eyes they get all blurry and leave a smudge behind them. I'm using Maya 2019.
ReplyDelete