Copyright (c) 2024
The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
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8.x
History
Created: | 08/03/2007 |
Last Modified: | 08/03/2007 |
File Size: | 10.3 MB |
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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psy-rimis said over 12 years ago:
Hello, I am interested in using your model for commercial use, more specifically for a successful DVD series called 'Clinical Examinations" https://www.clinicalexams.co.uk/. Let me know if it's ok and of course you will be mentioned in the credits. Thank you in advance Constantinos (Dino) Syrimis -
v t said over 13 years ago:
First of all, I must congratulate you for creating this wonderful rig.This is probably the best "Human-rig" that is available for free-download. I would love to use it for all my body-mechanics animation.currently,I intend to use it for a sword-fight sequence. Though there are a few minor-issues with this rig that I've come across and if these can be sorted out,this rig will totally rock it. Here is the list :- 1.when character is translated over a distance,the eyelids get deformed,especially the left one which pops out and becomes noticeable even when there isn't any animation on the lids. 2.Secondly, when you do animate the lids, they kind of freak-out even when a small value is input in the "lid control's" transform attribute. 3.third,there is a big flipping problem with the muscles on the right-hip and right-inner thigh when the character is rotated 180 degrees. Though I've sorted this flipping issue,I thought that I should let you know in case you have a better solution. Problem with the eyelids still persists and I am finding it difficult to get around it as I don't have the knowledge of facial-rigging. Hope that you'll improve the rig on this feedback. Thanks in Advance. Regards V.T. -
Dan Lauer said over 13 years ago:
Has anyone figured out how to scale the entire rig? Scaling the top level "scale_master" node works for the low res geometry, but the hi-res geo completely wigs out. Other than that, it is amazingly good. -
floyd1510 said over 14 years ago:
this is really good. would you have a tut or some info on how you calculated the muscle deformations -
nawaz said almost 16 years ago:
Hi, it looks really good. Like his torso a lot. He's a heavy char and I would hav liked him to hav bigger hands and feet. Also longer arms so that if he's holding an axe he should be able to swing it around with both hands properly. When his body twists it does not deform that well, now I don't know if Im doing it wrong. Also it would be nicer to hav translate and rotate for his IK hand with the same Control. But I like the overall look, good facial stuff. It's a good rig if you don't plan to go too extreme with it. Tnx man, pls do upload updates if u do. Would lov to do some animation with it. Nawaz. -
sacredchalice said about 17 years ago:
Hi, by the looks of this rig, it would be perfect for a project of mine. However, when opening it up in 8.5 the skin is all messed up and not properly bound to the joints. Is there something I can do to get the skin back on the joints properly or is this for a lower version or something? -
narntson said over 17 years ago:
I Like! Are there any control instructions? Sorry, the arms are wiggin' on me. In specific, the forearms only have Z axis in FK, so I figured out how to rotate by the shoulder. Great muscle deformations, except the wrists were pinching, so I had to manually rotate the forearms by their orientation. Could not find the forearms driven key to rotate them, worth the life of me. So I eventually selected the bones up through the hierarchy. The mouth shapes would deform when the head was tilted by the neck toward the scapula. An Oooo mouth shape and variety of lid shapes would be nice to have. Would be nice to individually manip. the lips independently from the jaw opening. Yet, this is overall a very great, yet complex rig! I recommend trying to animate it! -
zach13 said over 17 years ago:
Its a well deforming rig with a cool muscle system built in. Its a pretty decent model as well.
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