Maya mGear

https://fenixanimator.gumroad.com/

https://animbay.com/

PostSelection http://forum.mgear-framework.com/t/pre-and-post-scripts-sharing/533/28

Aaaaah. A bit convulted at first glance compared to other offerings. Mgear Rope where now? Chain Spring for the tail

https://github.com/mgear-dev/Data-centric_rigging_sample_data/tree/master/rigs

https://dpk.stargrav.com/dpk-downloads/index.php?action=category&id=3

https://www.domestika.org/en/courses/186-rigging-facial-articulation-of-a-3d-character

@Oglu, just adding to what @Jerome said, for some cases using gimmick joints will be the right thing to do. For example, in our case, where we have one mesh and hundreds of possible garments, it’s faster to project and clean the skinCluster than projecting and cleaning corrective blendshapes in all the garments.

As an example, at Disney we used a combination of skinCluster + wires + cluster + driven keys as a basic layer of deformation, and we added blendshapes on top (sometimes, ridiculous amounts) to have a better control of how things look. Also, remember that when you model shapes for a character you not only think in terms of appeal or volumes, but also about motion: you can have a beautiful shape as a final result, but if the interpolation between the rest pose and that shape, or the rest of the shapes and that one, is terrible, you are going to have a bad time dealing with the whole system.

Like anything, the more practice, the better results!

@Totheroo, please note that I was talking about two different things: one, what you quote (skin + wires + cluster, etc), which is the way characters worked at Disney. The other one is what I discussed about using skincluster instead of shapes if you have a huge amount of clothing variety for the same body.

For the first one, we did project shapes from body to garments, but it was a tedious process, even though some tools were written to assist on that. For the second one, we only deform the bodies using skinCluster. If those shapes you are adding are to keep volume on certain poses, you can use additional/gimmick joints on the body rig instead, driving their transforms using RBF (which is something I did not mention before).

When projecting skins from body to garments, you might have to do some cleanup, and even though is not as precise as shape sculpting, for certain cases it should be enough.

Also, if you want to stick to shapes, you might want to look into SHAPES, by BraveRabbit.com 8. I don’t remember if it came with a defined process for that, but I wouldn’t be surprised if it did.

Workflow

https://www.jeannecoritama.com/

Legacy

Modify Control Shapes I mean you can just go to component mode right and modify the points. But that won’t really be carried over the to next build. You need to selected the modified controls/shapes and run Extract Controls (under Shifter > Guide Manager > Components)

Mirror Control Shapes

Run Mirror Control Shapesunder Rigbits submenu.

Adding Joints from Existing Guide Yea, you need to add a control_01 component and under component settings tick off the joint parameter.

I don’t why so abstracted. In Advance Skeleton, just create a joint like normal and it gets rebuild in the rig.

Pre and Post Scripts

Labelled now as custom steps. It does not live in the menu per se but after you click the guide object. Click the settings then custom steps.