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Installation Instructions

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1. opsona The two images below give an example of a skeleton sketched out to two unique proportion 3 atingi_Smooth da Step 3 mirror skeleton to make it symmetrical if desired 1 Click on Button 3A to make joints symmetrical from left to right 2 Click on Button 3B to make joints symmetrical from right to left 3 If you want an Asymmetrical character just leave sketch skeleton as is or adjust as desired a Autodesk Maya 2013 x64 untitled 0 a BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing 3a Mirror sides if so desired symmetry left to right 3b Mirror sides if so desired symmetry right to left Delete Stretch Skeleton and Start Over optional 8 r 10 Step 4 finalize the skeleton Click on Button 4 Create Final Skeleton to lock your sketch skeleton into place Your skeletal proportions are now locked a Autodesk Maya 2013 x64 untitled 0 SO e i BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing 3a Mirror sides if so desred symmetry left to right 3b Mirror sides if so desired symmetry right to left Delete Stretch Skeleton and Start Over optional 3 le nt creation 11 Step 5 create the leaf joints and translate red locators into proper position 1 Generate the Leaf Twist Joints by clicking on Button 5 Create Leaf Joints Leaf joints will be created for the arms legs chest and lats giving your Skeleton smooth deformatio
2. 2 Inthe drop down menu Click Bind Skin 3 Another dropdown menu will appear select Smooth Bind Then select the following commands in Smooth Bind Options A Bindto Selected Joints B Bind Method Closest Distance C Skinning Method Classic Linear D Normalize Weights Interactive E You will determine your own Max influences and Dropoff rate to suit your modEL F Once you fill in the parameters Click Apply CONGRATULATIONS YOU HAVE SUCCESSFULLY BOUND THE SKELETON rs Autodesk Maya 2013 x64 untitled aaa in i eya IX Bndskn ROS Smooth Bind 15 Step 8 Continued bind mesh to skeleton and do the weighting 4 Next you will select on The GUI what media application you want your character for Mobile game or Film Next Gen TV 5 Click on Button 8A Reference in bzpPROskinner ma file This will references in the BZP PRO Smart Skinner control mesh Autodesk Maya 2013 x64 untitled 4 a BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing an Delete Pecs Optional Delete Lats Optional Simplify For Mobie Optional RETURN WHITE SKELETON TO ZERO ROTATION POSE Delete Bound Skeleton Entre Skeleton Thus Far and Start Over optional gt re J gt facial 16 Step 8 Continued bind mesh to skeleton and do the weighting 6 Once the smart skinner file is referenced into the scene it should be perfectly stretched and lined up with the skeleton of your rig fil
3. root Squash And Stretch X attribute that handles scale of head X Squash And Stretch Y attribute that handles scale of head Y Squash And Stretch Z attribute that handles scale of head Z 31 E Mass Node 1 massNode controls overall orientation and scale of the rig 32
4. BZP PRO SMART SKINNER BIPED Product Manual p www bzppro com For customer service please contact BZP PRO at info bzppro com Table of Contents I INSTALLATION INSTRUCTIONS FOR PC c ceecceeeeeeeeeeeceeaceeaeceaeceaeeeeeeeeeseceseaecaaeceaeceaeceaeeeaeceeeeeeeeseeecaaecaaecsaeenaeeeaeenaeeees 4 Il INSTALLATION INSTRUCTIONS FOR MAC eecceeeeeesceececececaeceeeceeeeeeeeseneseneeeaeecaeceaeceaeceaeeeeeesceseeeseaesaaesaeseaeeeaeeeaeeees 5 WN AUTO RIG SETUP iiiar cect veda caviaccnedsaaiicaus sancventsvazcess cancecuacauideuatucaveacacaa gaasctieasvasedaedestecsteusedeassnuzeenienss 5 Step 1 Create the scaleNode ii cciascsececsececuviecadcuaccagavnedesdevsaednaduleecadsdvscha cus sdagdvnedesdeususcugundadegdeldchageazsaagavtacdhactaaes 6 Step 2 Create The Sketch Skeleton 0 0 ccccccccsssceeesnececsesneeeceesaeeecseaeeceeaeeeceeaeeeceeaeeeeeesaeeeeesaeeeeesaaeeeeeeaeeeeees 7 Step 2 continued Manipulating the Sketch Skeleton into Proper proportions c ccccccessecessneecesseeeeeseeneees 8 Step 3 mirror skeleton to make it symmetrical if desired ccccscceesseeesseceeeeecseeessaecseeeeceeeessresssaeeseneeees 10 Step 4 finalize the SKEIGtON c2eiis cscees ccasdevivcscceveenscavecas aden vues Suave cdaatensidahecsesadieadeadaledeasaerds nacieeacdaudaaduadiveteadedateasateates 11 Step 5 create the leaf joints and translate red locators into proper position cccccccceesececeesteeee
5. R CONTROLS ARE STANDARD FK WITH SQUASH AND STRETCH 29 e tel tl lal M a el id C Legs C 1 left right Foot translation and rotation of the hand control Root Follow attribute when triggered the hand follows the root when translated World Follow attribute when triggered the hand remains uninfluenced by the rest of the body Foot Tilt Raise raises the foot with the toe pointed down via set driven key Toe Raise rotates the toe upward Toe Rotate rotates the toe 360 degrees Squash and Stretch attribute that enables squash and stretch to affect the overall limb C 2 left right BallControl rotates the foot for footroll Bank Control changes pivot location of the ball of the foot Squash And Stretch X attribute that handles scale of foot ball X Squash And Stretch Y attribute that handles scale of foot ball Y Squash And Stretch Z attribute that handles scale of foot ball Z C 3 left right AnkleControl rotates the ankle of the foot Squash And Stretch Y attribute that handles scale of ankle Y Squash And Stretch Z attribute that handles scale of ankle Z C 4 ScaleMaster left right Shin Twist IWO translates rotates and scales the corresponded joint C 5 ScaleMaster left right Shin TwistOne translates rotates and scales the corresponded joint C 6 left rightLegScaleControl translates rotates and scales the corresponded joint C 7 ScaleMaster left Les TwistPour translates rotates and scales the corresponde
6. aphy and Titles A core skeleton creation B leaf joint creation C skinning and deletion of unwanted joints D creation of control rig E facial control rig Facial GUI and Start Over Optional smile smile frown frown ureDatingi_Smooth datin lea 14 a a D gt Dl Pt mt 7 1 2 3 4 5 6 7 8 Select the source mesh and duplicate it as many times as needed Name each mesh to corresponding name on the GUI Model each mesh to match it s name in this example smile left smile right etc Shift select each mesh Click on Create Deformers In the dropdown window select Blend shape Name the Blend Shape Hit Apply 24 Step 10 continued create facial GUI and hook up locator out to corresponding blendshape 9 Change your chain order so skin cluster comes first a Autodesk Maya 2013 x64 F tigerDaTingi scenes rigsForDaTingi newRigDatingi_2 ma meshNewTextureDatingi_Smooth datingiProxy 0 o Anir Skin Pipeli Help BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing Biography and Titles A core skeleton creation B leaf joint creation C skinning and d of unwa D creation of control rig al control rig poth datingi sibility o SHAPES meshNewTextureDatingi_Smooth datin INPUTS meshNewTextureDatingi_Smooth datin ckinChectart PHU a 25 Step 10 continued create facial GUI and hook up locator out to corresponding blendshape 10 The Skin Cl
7. d joint C 8 ScaleMaster left right Les Twistthree translates rotates and scales the corresponded joint C 9 ScaleMaster left right Les Twistlwo translates rotates and scales the corresponded joint C 10 scaleMaster_ left right Leg twistOne translates rotates and scales the corresponded joint C 11 left rightHipController rotates the corresponding hip controller C 12 controls the orientation of the twist joints for the limb C 13 controls the translation of the IK for the corresponding limb End Joint Follow matches the orientation of the end joint of the limb Root Follow matches the orientation of the root control 30 a Autodesk Maya 2013 x64 untitled na i lal L Jm i s D Neck and Head 1 neckControl_1 rotates the corresponding neck joint Squash And Stretch X attribute that handles scale of corresponding neck joint X Squash And Stretch Y attribute that handles scale of corresponding neck joint Y Squash And Stretch Z attribute that handles scale of corresponding neck joint Z 2 neckControl_2 rotates the corresponding neck joint Squash And Stretch X attribute that handles scale of corresponding neck joint X Squash And Stretch Y attribute that handles scale of corresponding neck joint Y Squash And Stretch Z attribute that handles scale of corresponding neck joint Z 3 headController rotates the head Head Follow attribute that when activated locks the head to aiming in the direction of the
8. e Scale up the yellow controllers so that the smart skinner mesh encapsulates your character mesh a Autodesk Maya 2013 x64 untitled bzpPRO_skinner_left_ArmTwistThreeScaler o BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing RETURN WHITE SKELETON TO ZERO ROTATION POSE Delete Bound Skeleton Entre Skeleton Thus Far and Start Over optonal 17 The image below is the Skinner File scaled out to fit a biped character Autodesk Maya 2013 x64 C Users brent Documents maya projects autoSkinner scenes uscBraundo ma ai HWSRVS 18 Step 8 Continued bind mesh to skeleton and do the weighting 7 Once satisfied select the skin clusters of your character and hit button 8B Copy Skin Weights That will transfer the skin weighting of the smart skinner file to your character file with a skinning completion rate of 85 to 95 percent Autodesk Maya 2013 x64 untitled HeA sd y and deletion of feet Hamstrings Optional O OO OOOO Rotate the driverSkelet HI ELETON for posir RETURN SKELETON TO ZERO ROTATION POSE Delete Bound Skeleton Entire Skeleton Thus Far and Start Over optional skinCluster 1 tion of control rig eal l control rig 4 ka 14 la 4 p gt Dl pt gt I 19 Step 8 Continued bind mesh to skeleton and do the weighting 8 Then click on Button 8C Un reference bzpPRO_skinner ma file to unreference the smart Skinner file to return to a clean scene Feel free at this poi
9. h and Stretch attribute that enables squash and stretch to affect the overall limb B 2 left right Hand_Controller rotates the hand for Forward Kinematics Finger Visibility turns on the visibility of the fingers Squash And Stretch X attribute that handles scale of foot ball X Squash And Stretch Y attribute that handles scale of foot ball Y Squash And Stretch Z attribute that handles scale of foot ball Z B 3 left right ForeArm_Controller rotates the forearm B 4 left right Arm_Controller rotates the arm B 5 scaleMaster left right KoreArmtwist lwo translates rotates and scales the corresponded joint B 6 ScaleMaster left right FKoreArmTwistOne translates rotates and scales the corresponded joint B 7 lett rightArmScaleControl translates rotates and scales the corresponded joint B 8 scaleMaster left Armi wistFour translates rotates and scales the corresponded joint B 9 SealeMaster left right ArmTwist three translates rotates and scales the corresponded joint B 10 ScaleMaster_ left right Arm wist Iwo translates rotates and scales the corresponded joint B 11 SealeMaster left right Arm TwistOne translates rotates and scales the corresponded joint B 12 controls the orientation of the twist joints for the limb B 13 controls the translation of the IK for the corresponding limb End Joint Follow matches the orientation of the end joint of the limb Root Follow matches the orientation of the root control NOTE ALL FINGE
10. lose P e No E 1 Warning Cyde on facialGUI_valueHolder Smile_Frown_ControllerUpLeft may not evaluate as expected Use cycleCheck e off to disable this w E53 26 Step 10 continued create facial GUI and hook up locator out to corresponding blendshape 16 The GUI is now connected to the blendShape node Translate the control in the GUI and you will see the corresponding shape activated a BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing Brent J Zorich s Biography and Titles A core skeleton creation B leaf joint creation C skinning and deletion of unwanted joints D creation of control rig E facial control rig Delete Facial GUI and Start Over Optional SHAPES Smile_Frown_ControllerShape INPUTS transformGeometry1 makeNurbGircle49 OUTPUTS Smile_Frown_ControllerUpRight Smile_Frown_ControllerUpLeftadd Smile_Frown_ControllerUpLeftClamp Smile Frown Cantenilert awRinht Ia ja la dD Pl 27 Autodesk Maya 2013 x64 untitled dh a m jf 20 A l A2 A3 Se na HH ael im L A Spine A 1 masterRoot controls the overall orientation of the root of the rig Squash And Stretch X attribute that handles scale of Root X Squash And Stretch Y attribute that handles scale of Root Y Squash And Stretch Z attribute that handles scale of Root Z A 2 Eps eniroller translates and rotates the hips without altering the location of the upper body Squash And S
11. n rotation when twisting any of these parts 2 Move the chest and lats joints into desired location by translating the red locators a Autodesk Maya 2013 x64 untitled 0 BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing hy and Tit Delete Stretch Bind Entire Skeleton Thus Far and Start Over optional wanted joints el Hel Es Ni l lel N ge ido 12 Step 6 finalize skeleton Click on Button 6 Finalize Leaf Joints to lock in the leaf joint locations Your skeleton is now complete Autodesk Maya 2013 x64 untitled 13 Step 7 delete unwanted leaf joints and select all joints that are active for binding 1 2 3 4 Delete unwanted leaf joints by clicking on the corresponding pink buttons Convert your model to mobile by clicking on the pink Button that reads Simplify for Mobile This will delete all twist joints Your remaining joints will automatically be selected for binding by clicking on Button 7 Joint Selection for Binding To undo deletion of a joint click on undo in MAYA Autodesk Maya 2013 x64 untitled B BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing Delete Hamstrings Optional Delete Biceps and Triceps Optional Delete Pecs Optional Delete Lats Optional Simpify For Moble Optional RETURN WHITE SKELETON TO ZERO ROTATION POSE nof 14 Step 8 bind mesh to skeleton and do the weighting 1 Click Skin Tab
12. nlock attributes THE SKETCH SKELETON ONLY HAS LIMITS ON BICEP AND HAMSTRII The final skeleton being animated with will have no limits 3a Mirror sides if so desired symmetry left to right 3b Mirror sides if so desired symmetry right to left Do not make any adjustments to joint orients Do not rename any joints Do not delete any joints v 8B leaf joint creation Do not delete any joints Do not rename any joints ranslate RED Locators to determine proper Pec and Lat location v skinning and deletion of unwanted joints Use these buttons to delete unwanted joints Do not rename any joints Do not delete any other joints PREPARE TO BIND MESH Shift select the meshes to be bound mooth bind joints in Interactive Mode with Joints Selected Place bzpPRO_skinner ma in same directory as your current rig file Select character type Film or Next Gen Mobile Scale yellow controls so bzpPRO_skinner ma mesh encompasses your bound mesh Select the skinClusterNode you want weights copied to Do any deanup skinning Rotate the driverSkeleton WHITE SKELETON for posing N WHITE SKELETON TO ZERO ROTATION Pt E Y D creation of control rig YE facial control rig Autodesk Maya 2013 x64 untitled RINAS ae Ikea 14 a 4 gt OP Pl mI B Step 1 Double Click on the exe file MAYA should not be open Step 2 Click Agree to user agreement Step 3 A window will pop u
13. nt to do any skinning cleanup required to get the desired aesthetic for the character a Autodesk Maya 2013 x64 untitled 5 keleton Sk nstrair aracte Pipe BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing Q eg SSS VO SE SEP srent3 zorich aphy and Titles gt B leaf jo Y skinning 2 Delete Hamstrings Optional RETURN WHITE SKELETON TO ZERO ROTATION POSE Delete Bound Skeleton Entire Skeleton Thus Far and Start Over optional ion of control rig cial control rig Ika j4 j4 a gt ll n Laye 20 Step 9 create the control rig Click on Button 9 Control Rig Creation to generate your rig and controls Autodesk Maya 2013 x64 untitled BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing rent J Zorich y and Titles sergeant OOl 21 Step 9 continued make the control rig cartoony Optional The cartoony function of the rig is optional Simply press the Cartoony Button to allow squash and stretch Autodesk Maya 2013 x64 untitled f ol 22 Step 10 create facial GUI and hook up locator out to corresponding blendshape To make the facial GUI hit Button 10 Default Control GUI Creation and it is automatically generated a Autodesk Maya 2013 x64 F tigerDaTingi scenes rigsForDaTingi newRigDatingi_2 ma 5 PR tty at a 23 Step 10 continued create facial GUI and hook up locator out to corresponding blendshape Brent J Zorich s Biogr
14. p that states Destination Folder Click enter Step 4 You will be prompted to enter the username and password that was emailed to you from bzp bzppro com Step 5 Open MAYA 2013 and enter the following 2 lines of code into your MAYA script editor NOTE DO NOT COPY AND PASTE TEXT MANUALLY ENTER IN SCRIPT EDITOR loadPlugin BZPPROsmartSkinnerPlugin py BZPproSmartSkinnerBiped If you have any issues please contact customer service at info bzppro com http usa autodesk com adsk servlet ps dl index sitelID 123112 amp id 2334435 amp linkID 9242259 Autodesk Maya 2013 x64 untitled RINTA seg lea 14 a 4 gt OP Pl 5 Step 1 Double Click on the dmg file MAYA should not be open once opened click on the pkg file Step 2 Click Agree to user agreement Step 3 A window will pop up that states Destination Folder Click enter Step 4 You will be prompted to enter the username and password that was emailed to you from bzp bzppro com Step 5 Open MAYA 2013 and enter the following 2 lines of code into your MAYA script editor NOTE DO NOT COPY AND PASTE TEXT MANUALLY ENTER IN SCRIPT EDITOR loadPlugin BZPPROsmartSkinnerPlugin py BZPproSmartSkinnerBiped If you have any issues please contact customer service at info bzppro com http usa autodesk com adsk servlet ps dl index sitelD 123112 amp id 2334435 amp linkID 9242259 Step 1 Create the scaleNode Click on Button 1
15. setaeeeeeeaes 12 Step 6 finalize skeleton isissiciiciasecavacesccvavsscctvessactevavssdveveassceveases ta vaxastcavesandedsavast savedeceveasddcavaventcavessicaversgddexevedieedes 13 Step 7 delete unwanted leaf joints and select all joints that are active for binding cccccsscecessteeeeees 14 Step 8 bind mesh to skeleton and do the weighting ccsceessseceeeceeseseaeceeeeecesceseaseececsceeseaeaeeeseessseseaaeeeeseesees 15 Step 9 create the control rig icc icissccevecescetssesdenvessavievexsseveveassd cvsashs ta test tnts consucdesavsgedsavsgecdsexaddcasevactcanevsacaversaddexaventeeves 21 Step 9 continued make the control rig cartoony Optional ccscccsscsssecsseeessseeseeeceseeceseeesseessaeeseneeees 22 Step 10 create facial GUI and hook up locator out to corresponding blendshape ccccccccssececeesteeeeseaes 23 Step 10 continued create facial GUI and hook up locator out to corresponding blendshape 0c0008 24 IV CONTROLLERS isi sas 205 cteste0s5 lt sare enna aari araoa aaa a E a ENa EANA aE OEE E a EEan Eea Eia 28 gt Brent J Zorich s Biography and Titles Y A core skeleton creation This tool allows you to make one rig per scene Only DELETE nodes and skeletal joints by using the buttons on this GUI Do not rename any joints le overall proportion of skeleton by scaling scaleThisNodeF leton in outliner Position joints with the unlocked channels only do not u
16. tretch Mid X attribute that handles scale of mid spine X Squash And Stretch Mid Y attribute that handles scale of mid spine Y Squash And Stretch Mid Z attribute that handles scale of mid spine Z Squash And Stretch Low X attribute that handles scale of low spine X Squash And Stretch Low Y attribute that handles scale of low spine Y Squash And Stretch Low Z attribute that handles scale of low spine Z A 3 waistController rotates the bend at the waist A A thoraxController translates and rotates the upper torso without affecting the lower torso Squash And Stretch X attribute that handles scale of thorax X Squash And Stretch Y attribute that handles scale of thorax Y Squash And Stretch Z attribute that handles scale of thorax Z A 5 spineControl_3 rotates the heart area of the rig A 6 ISitisheClavicleC ontrol translates the clavicle into place Auto Clavicle Blend Forward Backward attribute that causes the clavicle to automatically follow the corresponding hand control 28 Limbs Controls oo Ssmpme B 1B 2 B3 B 4 B 12 B 13 B Arms B 1 left right HandControl translation and rotation of the hand control Follow Head hand control is oriented to the Head Control Follow Hips Hand Control is oriented to the Hips Follow World Hand Control is oriented to the Mass Node FK IK Blend Blend between forward and inverse kinematics FK Visibility turns on the Forward Kinematic controls Squas
17. uster should be before blend shape node Changing the blendShape order 11 Connect the output of the blendshape node to the input of the Gui node Both nodes must be connected in the connection editor 12 Click on Windows General Editors Connection Editor 13 Select your blend shape node and hit the Reload Left button in the Connection Editor 14 Select the facialGUI_valueHolder under the facialGraphicUserInterface node and hit Reload Right 15 Now that the two nodes are loaded in the Connection Editor connect the blend shape weights such as Smile Left and Smile Right to the corresponding name in the facialGUI_valueHolder PERONY epee sere T at tee 0 a Autodesk Maya 2013 x64 F tigerDaTingi scenes rigsForDaTingi new gt ee a BZP PRO AutoRig 2013 For Cartoony Biped For Keyframing gt Brent J Zorich s Biography and Titles gt A core skeleton creation gt B leaf joint creation gt C skinning and deletion of unwanted joints gt D creation of control rig a E facial control rig Delete Facial GUI and Start Over Optional jn facialGUI_valueHolder Connection Editor E facialGUI_valueHolder inheritsTransform displayHandle displayScalePivot displayRotatePivot displayLocalAxis dynamics showManipDefault Smile_Frown_ControlerUpleft _ arm_leg_twistControllerLayer E tanla tranla Wi rotate lea 14 14 4 gt Pl PT mt Clear All C
18. which reads Create Scale Node to generate the scaleNode This will set the overall scale of the skeleton 3a Marror sides if so desired symmetry left to right 3b Mirror sides if so desired symmetry right to left Delete Stretch Skeleton and Start Over optiona Step 2 Create The Sketch Skeleton Click Button 2 Execute sketch draft Skeleton to generate the Sketch Skeleton a Autodesk Maya 2013 x64 untitled a AutoRig 2013 For Cartoony Biped For Keyframing raphy and Title reati 3a Mirror sides if so desred symmetry left to right 3b Mirror sides if so desred symmetry right to left Delete Stretch Scrteton and Start Over optonal gt B leaf joint creatic Step 2 continued Manipulating the Sketch Skeleton into Proper proportions 1 2 3 4 The root joint is locked into the center of the screen Translate your model into the proper root location Use the unlocked channels to align your skeletal joints to fit your model Based on the joint you choose you will need to either scale translate or rotate the joint MAYA interface will show you which attribute is unlocked The two images below give an example of a skeleton sketched out to two unique proportions Autodesk Maya 2013 x64 untitled leftShin 3a Mirror sides if so desired symmetry left to right 3b Mirror sides if so desired symmetry right to left Delete Stretch Skeleton and Start Over

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