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How do rigs work?


Zeno
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Rigs are player made things with blocks, character, scaling, alpha, etc. They extend the functionality of mine-imator. Rigs are things that have multiple parts that can't be found in the "add", "instances" or "Background". A Schematic scaled down is considered a schematic... that's smaller. A rig has more than 1 part. They are download-able.


how do I make a rig?

 

It depends on what you want it. Look around for some examples. Let's pretend there is 1 block parented to another block. You can rotate one of the block freely. However, with the other one, They'll BOTH rotate.  You can do the same basic things with other stuff. (blocks, schematics, etc.)

Edited by popgirl8
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First off, let's just say I'm not really good at explaining things. But, for the main purpose of helping someone, and due to I am a rigger, I'll give it a shot!

 

So, rigs...

 

First, we will need to dig in and find the definition of rig:

 

rig1
rig/
 
"An apparatus, device, or piece of equipment designed for a particular purpose."
 
I this case, this piece of equipment is what you make the rig to be. For example, Zeux's Steve rig.
 
Zeux made an intractable character rig with fully working facial expression. This is the equipment any animator could use to get facial expressions, along with the thousand countless other Steve rigs out there on this forum.
 
But, how did Zeux/TheCasmicStudios make his rig?
 
He made it out of blocks. Each block has a different texture, using the colour of the character's skin. He edits the texture to make some blocks to make  them have the correct colour scheme needed to make it be an essential block usable for character's parts. {Eyelids, eye sockets, pupils, etc...}
 
Then, he makes a skin of the character. He erases some parts of the skin using an image editor to make space for the character's facial parts.
 
Next, he opens up Mine-imator, imports a character with that skin, adds a block, uses the texture he previously created, parented the block to the character's head, re-sizes it and positions it to make it act like one of the parts of the face.
 
Then you can just repeat this with all of the other parts.
 
Okay, that's just a Steve rig, I got a bit off topic... :| Okay, now to the making of rigs.
 
-------------------------------------------------------
 
Now... Let's go onto the creation. 
 
So, if you want a character rig, just check above, or search a tutorial.
 
For our sake of making this quick, because I have wasted way to much time, our example is going to be a bow rig.
 
You are going to need to make an item sheet. {If you want custom textures.} Make the texture be usable for items. This is how you get the special "Shapes" in your add-ons.
 
So, go into Mine-imator, and add in a base item, in our case, the metal part. This is where all the main essentials are going to be attached to. Add the texture you previously just made.
PytFLJy.png
 
Secondly, add on the item add-ons, or the wooden part for our bow. This is where the bow string is going to be parented to. These items are needed to be parented to the base item.
vlt7yHy.png
 
Next, add on any add-ons to the add-ons, or our main part of the string. This is where the true bending of the string starts. These items are needed to be parented to the previous add-ons, or the wooden part.
P3hzJjN.png

 

Then, add on the next bending part of the string, or the add-ons' add-ons' add-ons. This is where you can make the bow string bend. These items are needed to be parented to the previous add-ons.

QshdhDj.png

 

After, add the arrow. This is, of course, the bow's ammunition. These items are needed to be parented to the base item.

cyTuYdS.png

 

Lastly, if you want to, you can add a character to hold the bow. The base item will need to be parented to one of the character's hands.

4Hpv2Wx.png

 

So, for rigging, this is basically what I do:

 

  • Base item/block
  • Add-on items/blocks
  • Add-ons to the add-ons, add-ons to those add-ons, etc., etc...
  • Extra needs

Or, let's just say:

 

"A bunch of items attached to each other..."

 

If this didn't help, I warned you at the beginning. Eh.

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That helps a lot, thanks! I know this may sound stupid, but how do I parent items?

 

Find the block you want to parent to another, go under the "Instances" tab, and then click on the block you want to parent to another, and then at the bottom of the menu it should have a drop down box and it should say "Parent: None" Change the  "None" Drop down to whatever you want the block to be locked to.

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-Snipped for shortening reasons-

Remember, blocks isn't always just blocks. It can be anything, like characters, blocks, items, schematics, special blocks and lights.

 

Oh, and yes. I forgot to tell you that you sometimes need to change the item's rotation point.

znfjEOr.png

Edited by MCWarrior
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It depends what type of program you are requesting, to determine what the definition of a rig is. If you're asking for Mine-imator, it is like popgirl8 said, if something else like Maya or Max, C4D etc. It is a parented object/mesh parented to an armature, with weight paints allowing the armatures to control certain parts of the mesh.

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It depends what type of program you are requesting, to determine what the definition of a rig is. If you're asking for Mine-imator, it is like popgirl8 said, if something else like Maya or Max, C4D etc. It is a parented object/mesh parented to an armature, with weight paints allowing the armatures to control certain parts of the mesh.

I don't think so. :D

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First off, let's just say I'm not really good at explaining things. But, for the main purpose of helping someone, and due to I am a rigger, I'll give it a shot!

 

So, rigs...

 

First, we will need to dig in and find the definition of rig:

 

rig1

rig/

 

"An apparatus, device, or piece of equipment designed for a particular purpose."

 

I this case, this piece of equipment is what you make the rig to be. For example, Zeux's Steve rig.

 

Zeux made an intractable character rig with fully working facial expression. This is the equipment any animator could use to get facial expressions, along with the thousand countless other Steve rigs out there on this forum.

 

But, how did Zeux/TheCasmicStudios make his rig?

 

He made it out of blocks. Each block has a different texture, using the colour of the character's skin. He edits the texture to make some blocks to make  them have the correct colour scheme needed to make it be an essential block usable for character's parts. {Eyelids, eye sockets, pupils, etc...}

 

Then, he makes a skin of the character. He erases some parts of the skin using an image editor to make space for the character's facial parts.

 

Next, he opens up Mine-imator, imports a character with that skin, adds a block, uses the texture he previously created, parented the block to the character's head, re-sizes it and positions it to make it act like one of the parts of the face.

 

Then you can just repeat this with all of the other parts.

 

Okay, that's just a Steve rig, I got a bit off topic... :| Okay, now to the making of rigs.

 

-------------------------------------------------------

 

Now... Let's go onto the creation. 

 

So, if you want a character rig, just check above, or search a tutorial.

 

For our sake of making this quick, because I have wasted way to much time, our example is going to be a bow rig.

 

You are going to need to make an item sheet. {If you want custom textures.} Make the texture be usable for items. This is how you get the special "Shapes" in your add-ons.

 

So, go into Mine-imator, and add in a base item, in our case, the metal part. This is where all the main essentials are going to be attached to. Add the texture you previously just made.

PytFLJy.png

 

Secondly, add on the item add-ons, or the wooden part for our bow. This is where the bow string is going to be parented to. These items are needed to be parented to the base item.

vlt7yHy.png

 

Next, add on any add-ons to the add-ons, or our main part of the string. This is where the true bending of the string starts. These items are needed to be parented to the previous add-ons, or the wooden part.

P3hzJjN.png

 

Then, add on the next bending part of the string, or the add-ons' add-ons' add-ons. This is where you can make the bow string bend. These items are needed to be parented to the previous add-ons.

QshdhDj.png

 

After, add the arrow. This is, of course, the bow's ammunition. These items are needed to be parented to the base item.

cyTuYdS.png

 

Lastly, if you want to, you can add a character to hold the bow. The base item will need to be parented to one of the character's hands.

4Hpv2Wx.png

 

So, for rigging, this is basically what I do:

 

  • Base item/block
  • Add-on items/blocks
  • Add-ons to the add-ons, add-ons to those add-ons, etc., etc...
  • Extra needs
Or, let's just say:

 

"A bunch of items attached to each other..."

 

If this didn't help, I warned you at the beginning. Eh.

 

So essentially, for example the middle part of the bow is like a 3x5 px item that you resize and parent everything to?

 

And the other parts of the bow are just items parented to eachother?

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