So in the last part of this discussion, I had mentioned how the major problems of building a rig, reusing a rig, etc. etc. and sort of left it that CINEMA 4D R13 basically squashed those problems.
However, it didn’t solve every problem. Yes, it made it so upkeep on the rigs was simple and easy and only needing to be done once. However, it’s not a perfect solution. First of all, building a rig was significantly faster, which was a huge plus. But fitting the rig to the character still took some time. Somewhere around the 6-10 minute mark, and I think that may have not included the face rig(which at the time was not done). And because I didn’t trust the updating, that meant having to rebuild and adjust the rig for each change. So those minutes, can add up.
So there needed to be a way to sort of automate that rebuilding process. So what ended up happening was a few python scripts were made. They are actually several scripts. The first script, generates a null object for each handle which I define in the template file. So I only need to put my adjustments in once(so 6-10 minutes) and then I can run this script to generate the positions and orientations. Then there’s a series of scripts that go through each component(i.e. spine, legs, arms, hands, face etc.) and looks at the handles for that object, and snaps it the null. This is done using a suffix at the end of the name for the null object, making it easy to use python to search for each handle+the suffix. Then you just snappity snap it into place. Bing bang boom. 10 minutes adjusted down to like 30 seconds(including build time).
This alone was huge for me. Because I would make change after change after change, I was just dying from adjusting so much. I should kick my own ass for not automating the process sooner. In fact, If I could I would automate the build process as well, but presently, I do not know how to do that so 30 seconds will do.
This video shows how long it takes to build a rig
So now creating rigs, updating, building, and adjusting have all been streamlined a fair bit. Theres still a few little glitches(adjusting controller size is the current bugabooo), but it’s not incredibly easy to work on the rigs. The Character Object/Component Tag of R13 makes it easy. The modular design of it, allows me to build components as I need them. For instance, when the body and face were finished, we still found that we would need specific rigs for certain characters clothing(as we were not planning on simming everything). 3 of the four characters have some sort of jacket or poncho, or whatever. Each one different from the next.
Well, what this means is I can build a jacket that’s specific to the Ottoman, or the Son, or the Wife, and I can choose when to build it. So when I’m building the Ottoman, I don’t need the Son’s jacket. So with the template and my scripts, once the rig is made, I generate the snap handles, and then building and adjusting it is easy too. The clothes essentially do not add any time increases for building and adjusting the rig which is nice. Well it adds maybe one second to build since its one more thing to click on.
So at this stage, the rigs are in a banging place. They are ready for the next great pipeline bottleneck: Skinning/Weight Painting/Binding, whatever the hell you want to call it. I call it a pain. But I’ll save that pain for another post…