It can be downloaded here:
The version 1.0.6 of the Animatable Pivot is now available. Some issues related to copying keyframes were still happening in 3ds max 2015, they were fixed in this new version.
It can be downloaded here:
The version 1.1.5 of the IKFK Solver is now available. A bug related to opening the Link Info Tab of the Hierarchy panel has been fixed.
The new version can be downloaded here:
These tools are now available for these 3ds max versions, several things have been fixed and improved, specially an issue working with both tools in the same rig, now they work seamlessly.
You can download them here:
If you find any bug with these tools contact me at firstname.lastname@example.org. I'll try to fix it as soon as possible.
Improved (IKFK Solver):
- When “Show all Nodes Keys” option is on shared keys are shown in black, the list of all controllers are not shown anymore in the track view.
- Colors of display lines are red in fk or blue in ik.
- Always display Lines option was added.
-Match switch options for fk/ik, target/swivel were added.
Fixes (IKFK Solver):
- Solver doesn't break anymore with negative or odd position and scale values in the FK Nodes.
- Issues don't happen anymore with a rig that uses ikfk solver in conjunction with animatable pivot.
- Cloning nodes now works properly.
- Double transformation don't happen anymore when ik and fk are selected and moved at the same time.
- Match now works well when IKFKBlend is between 0 and 100.
- IK goal now have proper naming when the solver is created.
- fk to ik match when target moves and the ik is offset now works properly.
Our short film Trickster is now online on Vimeo, check it out in the following link:
Trickster is a small Live-action short film based on the Matrix movie, it's a fan-made film to see how far we can go with our skills in Film making and Visual effects.
The project was born in 2013 when Antonio, a friend of mine, suggested to make a video with a Sentinel 3D model that i made some time ago for fun. I was hooked since the beginning with the idea, i wrote a small synopsis and then a 3 page script, the project started to grow more than i expected. At the beginning we only thought of making a small visual effects integration video and then we ended up with a 3 minute live action short film.
This project was made in Colombia, and it was shot near Bogotá using a GH3 Camera and some Rokinon Lenses.
Here you can visit a blog where we posted some work in progress:
This is my demoreel as 3d generalist.
It’s a compilation of several projects that i’ve worked in the past years.
It includes works on 3d modeling, animation, texturing, rendering, composition, rigging, procedural animation and maxscript.
Thanks for watching.
I needed to post this, i was freaked out after recording this with my camera, i guess that aliens are chasing our cars technology .
Vfx done in 3ds max, render in vray, textures in photoshop, track with pfTrack, and comp in after effects.
Well… after several weeks of beta testing, thousands of lines of code, and hundreds of cups of coffee, the release version of the free plugins ikfk solver and the animatable pivot constraint are now available. The latest version of the solver has several improvements, it’s stable and it can now work perfectly with the pivot constraint and any other kind of setups. Download them from here:
It has been the work of only one person here, but a lot of people have assisted me in the Quality Assurance part of the project. Maybe something have been missed in the vast amount of things that had to be considered to make these tools working perfect, if that happens and you find any bug or any improvement that these tools should have, don’t hessitate to email me at email@example.com. In the next few days I’ll be publishing a video tutorial to implement these tools in your rigs, so you can make the most of it.
I have to give special thanks for their useful suport in QA to these people: Carolina Delgado, Alejandro Albarracin, Ian Arias, Paul Hormis, Toke Jepsen.
Usually a rigger has the duty of solving several technicals problems and building a lot of diffirent kind of rigs, but sometimes it’s job can become too mechanical, like having to do something that is supossed to be automatically created by the tool. Since i started to learn rigging i saw the process of rigging an arm or leg like that: too mechanical, even a lot of tech artist preffer to create a script to make this rigging process automatic.
Well, in order to rig a leg you have to do this: create three hierarchies. The first is used to transform the leg in IK, the second in FK, and the last is used to blend between those two. Some sort of UI controls have to be created to control the switching and matching mechanism and other expressions has to be used in order to implement squash & stretch… that’s the most common technique using default rigging tools.
Now there is other alternative, it’s an IKFK solver, and it’s job is to automate all that process by just having only one hierarchy that can be transformed in both modes (IK and FK) depending on the needs of the animator.
It would be nice if you can give it a look. It is a beta version and it could have some bugs, i haven’t saw any by now, maybe i have to look deeper .
Download it from here.
Here i am posting an advertisement animation that i work in some months ago, it was kind of crazy because of the anatomy of the characters and the look that was proposed, but it was a lot fun. They are bacteriums that looks like little harmless creatures because of the big cleaner power of the soap. If real bacteriums were like that, surely i would never wash my hands again :’(…