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Judy Hopps Free Rig free 3D model
Juddy Hopps Rig
I have created this to present my Face Rigging script the "FemtoRig" which i have developed with in the past 2 years its perfect combination of the art and the technical it generates highly advanced feature film quality rigs that are equivalent to Pixar's and Disney’s rigs that`s why i have chosen Juddy Hopps to show it`s functionality .it has been used in production many times first in the first 3d season of Bakkar my team and i have rigged more than 120 characters by FemtoRig and also the second season with the same number of characters,
What the script does ?
1.it creates 2 types of modules
Ceneric Modules and Generic modules
The Centric module shares a micro controller in it and it has to be for both sides it`s ideal for (Moth , Nose ....ect).
The Generic Module doesn't share any micro controllers between the right and lift side and it can be single side it`s ideal for (eye brows , cheeks ..ect).
all the modules can have sub module (Upper and lower ) to use it for eye lids or the upper and lower moth lib.
Each module has 3 kind of controllers.
A) Main controller which moves the whole Module ,
B) Macro controller that creates the main shapes and expressions , C) Micro controller which gives you high level of control on your face
the macro controllers control the micro ones with weights the scripts do the initial weights with a vector-math which i have rote to get the accurate wights for each micro controllers then it pules this value back on each micro controller to let you adjust what you need
2.The micro controllers are seamlessly moves with the model deformation even if its blend shapes without any active blend shapes
3.Smart skinning tools make the skinning process very easy and fast you will find the skin the joint based rig so easy
4.Saving and loading skinning weights for multiple objects at once
5.Transferring skinning between objects or even just portion of an object to another portion for another object
Juddy Hopps Rig Features
1.Joint based rig.
2.single hierarchy chain "can be exported to any game engine"
3.No blend shapes or corrective blendshapes
4.Two level of controllers Macro Controllers and Micro controllers
5.selector GUI for the body and the face
7.can be mapped into humanIK
8.seamless IK FK swich
10.sliding function for eyelids
11.scalable rig and you can scale the head separately and every thing will work just as expected