GEAR_mc

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GEAR_mcAuthor: Miquel Campos
Miquel Campos of TD Survival fame is actively continuing development on Jeremie Passerin's popular modular rigging toolset for his personal work and his work at Shed Montreal. With the original GEAR no longer being in development, GEAR_mc can be viewed as GEAR 2.0 even though today it's officially still a project fork.

GEAR is an open source project to provide a complete and production quality toolset for rigging and animation inside Autodesk Softimage. It includes a lot of things to ease the rigging and animation workflows. Anyone should be able to build custom rigs using GEAR. It has been designed to be flexible and relatively easy to use. Even non-riggers can create advanced rigs and animate them easily, but the system is also open to further expansion so TDs can create their own »components« and use them inside of the GEAR Rigging System. Furthermore, everything is accessible through scripting with a complete API to automate as much as possible.

What's new
[in GEAR_mc]: New Menu re-arrange New Facial components New options for icon creator Selection sets and poseLib not part of Gear poseLib should work now in Linux (but not tested) Zipper tool for curves New solvers Wireframe color tool Guides support for store wireframe color New commands for inspect Guides PPG and solvers options Command for merge symmetry mapping templates.

Miquel demoing some of the additions to GEAR_mc: Installation / Icons / Zipper / Wireframe Colorizer / Solvers. Original GEAR Videos are available on Jeremie's blog and original GEAR page as well as on Jeremie's vimeo channel. Note this plugins includes the »Shed Tools« addon (below).

local backup: GEAR_mc-1.0.15.zip

New plugins, tools etc.
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Cacoman
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Re: GEAR_mc

Post by Cacoman » 03 Sep 2013, 20:21

Hey Miquel can you show the new facial tools?

And thanks a lot for keeping the gear flame alive!
To create something that does not exist, to exist.

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McNistor
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Re: GEAR_mc

Post by McNistor » 08 Sep 2013, 06:17

Great plug-in. :ymapplause:
Not a complaint, but rather a wish - I really hope someone will take a deep breath, roll up their sleeves and implements something similar with ICE. Due to ICE's multi-threaded nature I'm guessing very complex rigs would be very fast.
Not sure about customization though as I have no idea how well does ICE can be mixed with Python, jscript and whatnot for different UI cues and interaction. Someone knowledgeable enough with ICE and scripting maybe will shed some light on this.
The society that separates its scholars from its warriors will have its thinking done by cowards and its fighting done by fools.
-Thucydides

pezetko
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Re: GEAR_mc

Post by pezetko » 10 Sep 2013, 00:45

ICE is terribly slow with writing and reading transformations of object (like nulls).
I tried some rigging with ICE to control null (bones) behaviour for rigging some mechanical stuff (e.g. just reading and writing transform between objects) and it was much slower than old constrains/scripted operators.

The ICE kinematics require different setup and is hard to script.
I didn't found any easy way to get nodes that generates errors throught scripting. That makes building and fixing rigs only slow manual labor which doesn't pay off.

ICE is pretty fast on per point operation (so particles, deformations...)... only....

EricTRocks
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Re: GEAR_mc

Post by EricTRocks » 10 Sep 2013, 01:12

Yeah, rigging in ICE == slow. You should only put parts of your rig into ICE when there is good reason and the need for it. Otherwise, you should keep your rig performance optimal with the standard rigging practices. Don't get me wrong, I'd love to make all the setups in ICE but it's too slow.
Eric Thivierge
Lead Kraken Developer, Fabric Engine
http://fabric-engine.github.io/Kraken

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McNistor
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Re: GEAR_mc

Post by McNistor » 11 Sep 2013, 14:03

pezetko & EricTRocks,
Thanks for the explanations.
The society that separates its scholars from its warriors will have its thinking done by cowards and its fighting done by fools.
-Thucydides

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eternal art
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Re: GEAR_mc

Post by eternal art » 18 Sep 2013, 10:11

Thank you Miquel , but if it possible to make a video for facial component and it's a nice to have facial component in the man template .
3D Supervisor - Production House .

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Daniel Brassard
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Re: GEAR_mc

Post by Daniel Brassard » 30 Sep 2013, 22:09

New videos on TD Survival

New Eyelids Component



New Mouth & Jaw Components

$ifndef "Softimage"
set "Softimage" "true"
$endif

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Draise
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Re: GEAR_mc

Post by Draise » 10 Oct 2013, 22:33

Love this! Thanks so much for leaving this free. =) Legend.

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eternal art
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Re: GEAR_mc

Post by eternal art » 19 Oct 2013, 08:12

Hi Miquel .
I see that the nose is missing from the facial component , is it not finished yet or is there another reason for that .

thanks in advanced .
3D Supervisor - Production House .

mirkoj
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Re: GEAR_mc

Post by mirkoj » 11 Nov 2013, 08:04

any words on compability with old gear rigs? any problems with opening and working with scenes containing old gear and not gear_mc?

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Draise
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Re: GEAR_mc

Post by Draise » 24 Apr 2014, 01:45

I had to re-install to W8.1 and tried out SI 2015, but now I have an error: my PYTHONPATH and/or PATH Variables are working, but not all the GEAR modules are loading.

I get the following error:

Code: Select all

# ERROR : Traceback (most recent call last):
# File "", line 34, in
# from gear.xsi import xsi, c, lm, XSIMath, XSIFactory
# ImportError: cannot import name lm
# - [line 34 in X:\XX\GEAR_mc-master\workgroup\Addons\gear\Application\Plugins\gear_selectionTools.py]
For the majority of the major python scripts I'd love to use... only some of them.

Why would that be?

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Draise
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Re: GEAR_mc

Post by Draise » 24 Apr 2014, 02:56

Figured it out, just re-installed python (and deleted the old python files).

Haimund
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Re: GEAR_mc

Post by Haimund » 07 Jun 2014, 06:54

Hi, there.
I don't know if anyone has the same problem, but when I use this, sometimes arms and legs flip or pop.
Does anyone know how to prevent or fix this?

mirkoj
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Re: GEAR_mc

Post by mirkoj » 08 Jun 2014, 15:55

during animation and viewport playback or when rendering characters?
If it is 2nd one then I run into that couple times and only solution was to cache animation and render out cached and not rigged characters.
Viewport flipping don't remember seeing really...

EricTRocks
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Re: GEAR_mc

Post by EricTRocks » 08 Jun 2014, 16:03

Typically it is unwise to render live characters. You should always cache, then render.
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Haimund
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Re: GEAR_mc

Post by Haimund » 09 Jun 2014, 03:39

Sorry, what I mean is this, see the picture.
gearPop.gif
And yes, I do encountered sometimes when it renders, the legs flip. The way I solve it is just open the file and render it instead of send to render farm. Because I don't want to have a lot of files each time and since it stay good in viewport……but thank you.

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