It Too Basic But I Think Its Good For New Artist Like Me ( Those Who Wants To Explore The World Rigging And Technical Art. )
Let Me Know Your View.
[video=vimeo;42992305]https://vimeo.com/42992305[/video]
It Too Basic But I Think Its Good For New Artist Like Me ( Those Who Wants To Explore The World Rigging And Technical Art. )
Let Me Know Your View.
[video=vimeo;42992305]https://vimeo.com/42992305[/video]
I think it’s an interesting idea, and can certainly see it being useful but would need a different execution method.
As an animator, I usually look for particular controller colors in the scene. Red, Blue and yellow usually indicate which side of the body I’m selecting.
It seems silly, but it really helps pick out parts when doing complex actions.
When the object is selected, it doesn’t really matter, but when deciding what to click on it’s imperative.
I think the way this should work therefore is:
:Have it be the color an animator would expect when not selected
:Have it change to the warning status once it’s selected.
It would also need to accomodate various things like stretching etc (which should be easy in the condition node), it should ideally also have a yellow warning in stretch mode so the animator can see when it’s going past a preset acceptable limit.
I can see that being very useful for an animation director to say: Okay, you can stretch more than this but be very careful.
The other big issue is:
You need to be careful of the number of materials you include. I hate opening up my hypershade and seeing a rig has 80 shaders just for controllers. It might be better served as a custom C++ or python controller.
I totally agree with you.
Thanks for brief review, it really means lot to me.
And i dnt know python but i can do thing with c++, in this file i have an condition node which makes change in RGB value of only one shader, so when its off the limit or in stretching mode then RGB values of shader are effected.
And Thank You VeryMuch For Your Feedback
[QUOTE=dgovil;18594]I think it’s an interesting idea, and can certainly see it being useful but would need a different execution method.
As an animator, I usually look for particular controller colors in the scene. Red, Blue and yellow usually indicate which side of the body I’m selecting.
It seems silly, but it really helps pick out parts when doing complex actions.
When the object is selected, it doesn’t really matter, but when deciding what to click on it’s imperative.
I think the way this should work therefore is:
:Have it be the color an animator would expect when not selected
:Have it change to the warning status once it’s selected.
It would also need to accomodate various things like stretching etc (which should be easy in the condition node), it should ideally also have a yellow warning in stretch mode so the animator can see when it’s going past a preset acceptable limit.
I can see that being very useful for an animation director to say: Okay, you can stretch more than this but be very careful.
The other big issue is:
You need to be careful of the number of materials you include. I hate opening up my hypershade and seeing a rig has 80 shaders just for controllers. It might be better served as a custom C++ or python controller.[/QUOTE]