Difference between revisions of "Creating a linkable asset"
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(Created page with "Linkable assets/library assets in this context are blender data, python scripts or image data, stored in the project directory structure. == Lib ...") |
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* Make your asset reference deskable | * Make your asset reference deskable | ||
==== Chars ==== | ==== Chars ==== | ||
− | + | Use the [[Armature_layer_names|armature layer names]] addon to name your armature layers. This will allow you and others to edit the file with ease. Do not place any bones on layers that you do not name. | |
Follow the guidelines for models in general, note we prefer: | Follow the guidelines for models in general, note we prefer: | ||
+ | * Every bone should have a name. No Bone.089 allowed. Suggest either naming them as you make them, or use python to help yourself out. | ||
* Complex rigs should have a control armature separate from the deform armature. | * Complex rigs should have a control armature separate from the deform armature. | ||
* Control armatures should always be called 'rig' for consistent proxifying. | * Control armatures should always be called 'rig' for consistent proxifying. |
Revision as of 11:46, 24 August 2011
Linkable assets/library assets in this context are blender data, python scripts or image data, stored in the project directory structure.
Lib
This is the top level folder for library data.
Models
All the models to be linked as groups in scene/shot files.
- Use as much as possible the project layer guidelines.
- Use the scene layer names addon to document any layers you use.
- Name every object, material, object data, texture, etc. in the file. We do not yet have a consistent naming convention, advice is to look at an existing file, e.g. gilgamesh.blend or roach.blend,both in lib/chars before starting.
- Create groups of your work, with good names. Refer to for guidelines.
- Make sure you use the dupli group layer visibility buttons, so only appropriate layers are visible when the groups are linked.
- Make sure you include everything in the group. This includes e.g. Bone shapes for the rigs, curve bevel profiles, etc. Not doing so can create a mess in scene files, and in the worse case, cause dependency lags for animators.
- Make your asset reference deskable
Chars
Use the armature layer names addon to name your armature layers. This will allow you and others to edit the file with ease. Do not place any bones on layers that you do not name. Follow the guidelines for models in general, note we prefer:
- Every bone should have a name. No Bone.089 allowed. Suggest either naming them as you make them, or use python to help yourself out.
- Complex rigs should have a control armature separate from the deform armature.
- Control armatures should always be called 'rig' for consistent proxifying.
- bone prefixes should be used: controls should as much as possible be prefix free, while GEO_ refers to geometry bones that correspond to major deform groups e.g. GEO_bicep. DEF_ refers to bones that correct deformations, such as little stretch tos and fan bones e.g. DEF_elbowfix. only GEO_ and DEF_ bones should have deform on. HLP_ refers to bones that are helpers- they either drive constraints, or are parents to other bones. But they are not controls. Other prefixes are IK_ for IK chain bones, FK_ for FK chain bones, TAR_ for targets of IKs or stretch tos.
- Fingers are named Thumb, Roy, Leon, Zora, Pris.
- we use upperarm/lowerarm, upperleg/lowerleg for limbs.
- do not use a control for deformation directly. You may use them as driver and constraint targets.
- make low poly proxies if needed, so the rig plays back at 24 fps.