ScriptSpot

Script

DinoRigCreator

By MarTroYx · Credited author: Martin Dufour · 2008-07-16

Version
0.60b
Date updated
2008-07-16
Votes
43
Description

ok guy...and girl :-) this is the first preview of the new dinorig interface...the only thing that work right now are the muscle.I'm not really finished with them but since I'm going to go crazy,I think I'll work on something else
for a change!!

- I'm aware that the slider of the muscle don't get updated correctly ,I'll fix that soon !
let me know if you find any bug in the current state ...
Max2009 only!
 ----------------------
and the ol one of course :
 
this one should work on anything pass max8.
Videos
Attachments

Tags: Animation, Characters, rigging

Comments (51)

How & what is the good files for install

Gspoutnik · 2011-01-09

Hello Martin
Pourrais tu me dire quels sont les bons fichiers à installer.
entre les updates et la nouvelle interface, je ne sais plus quelle version installer...
Je travaille sur 2009 et 2010
voila ce que j'ai téléchargé:
Dino_Rig_Creator_06_0018.rar
Dino_Rig_Creator_060d.rar
DinoRig_1_03_79_Preview_0.rar
Dinorig_061_RawSourceCode.rar

merci et bonne année

MarTroYx · 2009-12-07

Hi again,

the poses doesn't work very well, it fail because at time I made this version the hand code was rewritten but not the code for the hand pose that go along ... and that's why it was removed from the later version because I wouldn't want to rewrite the code for poses every time I changed something ....anyway if you want you can try to comment from line 3444-3454 that would let you play with the main poses tab but again it wasn't really working well :-)

Martin

wicq08 · 2009-12-06

HI martin,
now the muscle work perfectly, thank you very much.
sorry to bother you again but I have another doubt.
why everytime I open the poses tab it pops up this error:
--Unknown Property:"Bone_Main_Ax" in CtrlMain:CtrlMain

I believe the poses tab would be important to use in order to store poses I think but it doesn`t work.
Thanks again for your help with the muscle tab.
Best Regards,
Wicq

MarTroYx · 2009-12-06

Hi wicq08,

have you put the .max file from the rawsource archive into your dinorig directory ?

Martin

wicq08 · 2009-12-05

Himartin,
thank you very much , but there is a problem when I click the Automatic Muscle creation in the muscle tab it pops up the sripter listenre with a Maxscript rollout habdler exception that says : --Unknown property: "position" in undefined
and of course doesnt work

MarTroYx · 2009-12-05

Hi wicq08,

I only have 2010 installed and anyway the new version has no dinorig code in it, if you really want to see it integrated you can use this anterior version that was used to make the video preview of dinorig , it does have muscle integrated to a point ... as I've said, I'm not updating dinorig anymore ,it up to you from now on :-)

Best regard,
Martin

Attachments

wicq08 · 2009-12-04

I meant I just cant use the muscle script with the dino rig script
regards

wicq08 · 2009-12-04

Hi MarTroYx,
It`s been a while. I can see you updated the script and it looks better. I would like to ask you a favor. I tried to isntall DinoRig_1_03_79 in 3d max 2008 but it says that is for 3d max 2009. Can you make it fro 3ds max 2008 please? I would like to try it. I try the 0.61 version but doesnt have the muscle tab . the muscle script is in the forlder but when I run it , it seems not to be connected with the dino rig script: I just can use it.
regards,
wicq

diez-art · 2009-12-01

ok ok...tu dis "avait été developpé" c'est que tu le développe plus? Dommage...t'étais parti pour faire un PuppetShop2 dans les années à venir ....lol
Tu bosses sur quoi là en ce moment? Cool de les avoir rendu Open source tes scripts...franchement c'est super didactique de voir comment tu écrits tes scripts (en dehors du dotnet qui m'intéresse moins pour le moment...Par contre c'est ton truc c'est clair). Cyrill

MarTroYx · 2009-12-01

J'allais presque oublier, petite subtiliter , quand tu attache un muscle a un bone, tu doit egalement attachez la ligne rouge(qui est cree perpendiculaire a la grid) au point de depart du bone, pour un meilleur resultat ...

MarTroYx · 2009-12-01

oui la nouvelle version avec les muscles avais ete developer sous max2009 , mais la version stand alone devrais fonctionner en autant que le fichier .max est bien dans le repertoire du script :-)

Martin

diez-art · 2009-11-30

Merci Martin...Par contre moi j'ai la création du muscle qui me provoque la fermeture de max à chaque fois donc j'ai jamais pu tester le truc. Domage. En tout cas tu fais du bon boulot ça y'a pas de doute... ;)

MarTroYx · 2009-11-28

Here we go,

this is the raw source code and doesn't include external dependencies (witch you can find from the original archive).

anyone is free to improve it in anyway you see fit (credit are welcome of course )

Good luck :-P

Martin

Attachments

MarTroYx · 2009-11-28

Thank!

unfortunately I'll won't update this anymore , but I'll release the source in a while in case someone else want to improve it

capcaverna · 2009-11-27

AMAZING Its is awsome. how u can creat this, awsome.

fajar · 2009-08-29

another good stuff today.....

Moondweller · 2009-08-29

Thanks

MarTroYx · 2009-06-12

I want to have anchor point on the muscle like in maya , that and more speed too.

the problem with the current one is that they don't keep volume , at least I think...

...anyone tried yet ???

MarTroYx · 2009-06-10

Hi, today I'm posting the first interface preview of the new dinorig. Since I've got other thing to work on... this on maybe delayed a bit, so here what I got so far :

-all of the script logic seam to be working well.

-the old muscle solution as been incorporated but this is going to change a lot since I'm not very happy with the result :-)

this preview doesn't contains any of the rig part...it's only a ui preview to make sure everything is working fine and to keep you waiting :-)

Have a nice day,
Martin Dufour

MarTroYx · 2009-04-24

Hi wicq08,

Thank for your kind world, I really appreciate :-)
This is one of the first script I wrote and well ... it contain bug ... so many that I can't even count them!
That why I removed the muscle in the first place, it was too buggy and relied on an external max file which I want to avoid.

as for facial bone, somebody already asked it and it's sure a great feature but I'll keep that for later on, let say ...when they'll be no bug left :-P

regards,
Martin

wicq08 · 2009-04-24

hi, thanks for replay my doubts. i think there is nothing bad with this script. in fact i think this is one of the most usefull tools i`ve seen in many time. it make it easier the 3d work. i really think this script is like heaven for 3d animators. my only "complaints" so to speak are the bugs. apart from that, this script rock , rule , kick ass LOL. mmm but since you ask what would be interesting add i thing that a face rigging would make this script the perfect script i mean apart from the entire squeleton and the hand tab there would be also a face rig tag. believe me to have everything automatized with your rig script would really help to create 3d in order to do what is the most difficult step which is animaton. sorry if my complaints in my previous posts sounded rude to you . It wasnt what i tried to say. im looking forward to know from your work . thank you again
best regards.

MarTroYx · 2009-04-23

also I'm not a rigger myself, so I would like to know what you thing of the different part behavior, is it good or is it bad?

Martin

MarTroYx · 2009-04-23

Thank for the bug tracking, those are all thing that I'm already aware... fortunately, that the script I'm working on, so if you have bug or feature request... now is the time to do so :-)

I'm focusing on the Interface right now and since I have to rewrite almost everything it may take a while :-)

Best regard,
Martin Dufour

wicq08 · 2009-04-23

well to make my self clearer i will point out the bugs:
1. the ankle position: position and update the ankle creates an error that makes dino rig creator completely useless( i mean you cant use it again unless you erase all the skeleton)
2. when for example move the dummy of the arm to position it with your mesh arm hit update and then you make this process with other part , the rest of the edition resets ( it comes back to their original position)
3. the big dummy in the neck( the one that looks like a pirate boat wheel) rotates perfectly with the head and rest of the body but when you move it, simply moves out alone(head, neck and dummy) like if they are not conected to the body . no attachment no sttrechment
4. video on youtube shows other tabs wich highlights the muscle tab. theres no such thing. it doesnt exist

Since I believe this is a great and amazing script , I think these bugs should be fixed otherwise it would be like if it doesnt exist. no ofense intended
thank you again for the great 3d level skills
greetings

wicq08 · 2009-04-23

i like this script, and thank you for the hard work, but unfortunately it doesnt work. i mean it works . i used 3d max 2008 but what i meant is that is has lots of bugs . for example when Imove the helper from the leg to position it with the leg of my mesh and hit update , it throws an error and the other parts already edited come back to their original positions. in the video in youtube there are more tabs like the msucle tab , in the script there is not such thing.other bugs would be that the big helper in the neck it rotates perfectly with the head but when a move it the head come flies out the body . there is no sttrechment or attachment. well I couldnt manage to make it work so far. it`s a pity because it looks like a great script. could you fix these bugs please . greetings

nuosyo · 2009-01-29

Thank you very much now if that works to me correctly, again thank you very much

MarTroYx · 2009-01-23

Hi nuosyo,

yes it does work with max9!
can you explain a little more what you're doing ?

here a remainder on how to install :

-extract the .mse in the 3dsmax\scripts folder.
-extract the .mcr in the 3dsmax\ui\macroscripts folder.
-extract all the .bmp in 3dsmax\scripts\DinoRigCreator folder.

from inside 3dsmax, run the .mcr file, then in customizeUI you should see a new category 'martroyx', drag it into your toolbar.

alternatively you can run the .mse file directly witch also work!

Martin

nuosyo · 2009-01-21

for that version of max? works with max 9? I have the 9 but I do not run anything. What am I doing wrong?

thank you very much the script is very good

MarTroYx · 2008-11-07

Thank for pointing this out, I look into it!

Best regard,
Martin Dufour

ebee · 2008-11-07

Bug in ankle 'Positionneur'

I noticed that the 'Positionneur' dummy for the ankle creates a bug so that the leg symmetry fails (ie. "-- Unknown property: "pos" in [-10,-0.9,7]"). So don't use it.

My workaround: I've scaled my character's mesh so that the ankle bones are on the right spot right from the start. This way I don't need the ankle positionneur-dummy.

Anyways, thanks for the script!

update:
another bug maybe? In the hand/finger editor, don't use the offsets (Offset Foward/Back, Offset Left/Right and Offset Up/Down) as they somehow reset whenever you change between 'Top View' and 'Front View' in the hand editor and try to move a finger dot. Either way, I don't think you need the offsets as you can get the same results moving the dots.

MarTroYx · 2008-10-09

Encrypted for max9, so stop whining, will you ?
(just kidding :-)

Martin Dufour

MarTroYx · 2008-10-09

Anyone else getting the 'syntax error at bad expected factor' please post your max version so that I can fix this !

Martin Dufour

MarTroYx · 2008-08-25

I fixed the fins bugs, let me know if it worked !

Martin

uchiha_ruin · 2008-08-25

very usefull thanks. but i notice that it remembers the setting of the last bone that i made. so if i create a new dinorig bone structure, the bones are too large sometimes and it has the side fins that i make from the past bones. is there a way that i can reset its settings? thanks :)

MarTroYx · 2008-08-22

Thank , I know :-P

chenx · 2008-08-21

Very nice tool!

But it haven't IK\FK system.

lizuolin · 2008-08-17

why is not for max8

davidchou · 2008-08-15

Oh,my god,today I change my 3dsmax and I install 3dsmax2008,it works now,too many thanks! good job!

MarTroYx · 2008-08-14

Tested successfully in max2008, make sure you put the bunch of .bmp in the "3dsmax\scripts\DinoRigCreator" folder.

davidchou · 2008-08-14

your script is very cool,so I want to use it to set up bones as quickly as I could! thank you!

davidchou · 2008-08-14

yes,maybe I open it incorrectly,or I don't know how to load it,could you give some help,please,thank you !

MarTroYx · 2008-08-13

Is the plugin also for 3ds max8?it seems that it dose not work well,I could not open it ,could you help me ? thank you!

 

 does it said someting when you run the script ?

 

chenx · 2008-08-13

great tool!

but is it have IK/FK system?

davidchou · 2008-08-13

Every one is the number one!
____________

Is the plugin also for 3ds max8?it seems that it dose not work well,I could not open it ,could you help me ? thank you!

cgdvs · 2008-08-13

thank you!!

davidchou · 2008-08-12

Every one is the number one!
___________
it is cool,thank you!

MarTroYx · 2008-08-12

... should work in 2008 ...what's not working ?

capsar · 2008-08-12

its not working in mak 2008
the is somme solution for that
thinks

MarTroYx · 2008-07-20

Thank! yes renaming the rig is a planed feature :-P

nakolus · 2008-07-20

Oh this is so cool~~~
Amazing~~
I like it.

But it seems that it couldn't create the second one and select any parts of bones by the cool human skeleton picture.

Cheers~~

whatwhat · 2008-07-19

great