Hello everyone! I want to thank everyone for their support for RigIT. With the help of all of you I was able to finish my degree this past May! Sorry that you have not heard from me for a while. As you can probably guess I have been busy. On top of graduating in May I had a new b
Hello everyone!
I want to thank everyone for their support for RigIT. With the help of all of you I was able to finish my degree this past May! Sorry that you have not heard from me for a while. As you can probably guess I have been busy. On top of graduating in May I had a new baby boy in July! So, it’s been busy.
The good news is that I am now done with school. The bad news is that I now have a day job. Now that I have a day job I must notify my employer of any change that I make to RigIT before I can make it. That said, the company that I work for is really cool and is allowing me to continue to develop RigIT. It is just going to be a bit slower now because I now have to keep them in the loop and because I no longer have as much time to work on RigIT.
I want all of you to know that RigIT is still alive and active. I am currently working on refactoring so that the feel of the Windows app store version and the Steam version are the same. This will help both with unifying the feel of RigIT and with the maintenance and future development. If you already have one or the other versions then the refactoring updates will be automatic and free.
So, don’t worry. RigIT is my baby and I am going to do everything that I can to see her grow up! I have not heard from anyone in a while; so, I am assuming that all of the bugs have been worked out at this point. I usually am able to get back to people within a day or two tops. So, if you have any issues or concerns, or if you just want to chat, please feel free to contact me.
Hello everyone! I want to thank everyone for their support for RigIT. With the help of all of you I was able to finish my degree this past May! Sorry that you have not heard from me for a while. As you can probably guess I have been busy. On top of graduating in May I had a new b
Hello everyone!
I want to thank everyone for their support for RigIT. With the help of all of you I was able to finish my degree this past May! Sorry that you have not heard from me for a while. As you can probably guess I have been busy. On top of graduating in May I had a new baby boy in July! So, it’s been busy.
The good news is that I am now done with school. The bad news is that I now have a day job. Now that I have a day job I must notify my employer of any change that I make to RigIT before I can make it. That said, the company that I work for is really cool and is allowing me to continue to develop RigIT. It is just going to be a bit slower now because I now have to keep them in the loop and because I no longer have as much time to work on RigIT.
I want all of you to know that RigIT is still alive and active. I am currently working on refactoring so that the feel of the Windows app store version and the Steam version are the same. This will help both with unifying the feel of RigIT and with the maintenance and future development. If you already have one or the other versions then the refactoring updates will be automatic and free.
So, don’t worry. RigIT is my baby and I am going to do everything that I can to see her grow up! I have not heard from anyone in a while; so, I am assuming that all of the bugs have been worked out at this point. I usually am able to get back to people within a day or two tops. So, if you have any issues or concerns, or if you just want to chat, please feel free to contact me.
We just released a new build for RigIT that solves the import mesh crash problem. I’ve also added a section to the Tips and Tricks quick reference that tells how to rotate the model/skeleton inside RigIT.
We just released a new build for RigIT that solves the import mesh crash problem. I’ve also added a section to the Tips and Tricks quick reference that tells how to rotate the model/skeleton inside RigIT.
We just released a new build for RigIT that solves the import mesh crash problem. I’ve also added a section to the Tips and Tricks quick reference that tells how to rotate the model/skeleton inside RigIT.
We just released a new build for RigIT that solves the import mesh crash problem. I’ve also added a section to the Tips and Tricks quick reference that tells how to rotate the model/skeleton inside RigIT.
Hi everyone! First, I want to apologize if it took me a while to get back to your questions. I thought I had set up the account to notify me whenever someone posted anything and I guess I was wrong. Second, I wanted to let you know that I am going to post a new patch in about two
Hi everyone!
First, I want to apologize if it took me a while to get back to your questions. I thought I had set up the account to notify me whenever someone posted anything and I guess I was wrong.
Second, I wanted to let you know that I am going to post a new patch in about two weeks to fix the crashing associated with importing models without normals. (Has anyone had any problems with textures causing crashes? I haven’t seen any, but if there were this patch should fix any of those types of problems as well.) I am going to wait two weeks to give people time to read this announcement because I also made an orientation change. I’ve only had one post about preferred orientation, and that has been Blender orientation. Now, Blender prefers Z-up. I don’t, but that’s been the request. So, for now on but the models and the skeletons will be Z-up.
The export is still Y-up (because that is what I use and it takes a lot more to update the collada file), but I will try to make this something that you can select in the future.
Sorry that this has been taking so long, I have been completely buried with paperwork lately.
I will try to get a short video next week about what to expect if you import without normals.
Thank you so much for your support!
Jeff
Hi everyone! First, I want to apologize if it took me a while to get back to your questions. I thought I had set up the account to notify me whenever someone posted anything and I guess I was wrong. Second, I wanted to let you know that I am going to post a new patch in about two
Hi everyone!
First, I want to apologize if it took me a while to get back to your questions. I thought I had set up the account to notify me whenever someone posted anything and I guess I was wrong.
Second, I wanted to let you know that I am going to post a new patch in about two weeks to fix the crashing associated with importing models without normals. (Has anyone had any problems with textures causing crashes? I haven’t seen any, but if there were this patch should fix any of those types of problems as well.) I am going to wait two weeks to give people time to read this announcement because I also made an orientation change. I’ve only had one post about preferred orientation, and that has been Blender orientation. Now, Blender prefers Z-up. I don’t, but that’s been the request. So, for now on but the models and the skeletons will be Z-up.
The export is still Y-up (because that is what I use and it takes a lot more to update the collada file), but I will try to make this something that you can select in the future.
Sorry that this has been taking so long, I have been completely buried with paperwork lately.
I will try to get a short video next week about what to expect if you import without normals.
Thank you so much for your support!
Jeff
The new, revised quick reference is now available. The revised version goes into more detail about what information needs to be in your .obj file in order to import your model into RigIT, and includes information on how to improve the rendering of your model in RigIT. Please keep
The new, revised quick reference is now available.
http://cdn.akamai.steamstatic.com/steam/apps/374690/manuals/RigIT_Tips_and_Tricks.pdf?t=1444291758
The revised version goes into more detail about what information needs to be in your .obj file in order to import your model into RigIT, and includes information on how to improve the rendering of your model in RigIT.
Please keep in mind that RigIT is not a stand-alone computer animation package. RigIT has a fairly targeted purpose; which is to expedite the process of computer animation by performing the skeletal embedding and skinning for you. This targeted purpose means that it does not have a lot of fancy model manipulation functions built into it. While we do hope to add such features with time, and we do plan to pass many of them on to our clients free-of-charge, they are not currently a part of the RigIT package. Rather it is assumed that you are capable of preparing your model for importation into RigIT using your modeling package.
Please feel free to contact us at [email protected] if you have any questions, or are having a particularly hard time making one of your models work with RigIT. We always do our best to help our customers when they need it, and are committed to your success.
The new, revised quick reference is now available. The revised version goes into more detail about what information needs to be in your .obj file in order to import your model into RigIT, and includes information on how to improve the rendering of your model in RigIT. Please keep
The new, revised quick reference is now available.
http://cdn.akamai.steamstatic.com/steam/apps/374690/manuals/RigIT_Tips_and_Tricks.pdf?t=1444291758
The revised version goes into more detail about what information needs to be in your .obj file in order to import your model into RigIT, and includes information on how to improve the rendering of your model in RigIT.
Please keep in mind that RigIT is not a stand-alone computer animation package. RigIT has a fairly targeted purpose; which is to expedite the process of computer animation by performing the skeletal embedding and skinning for you. This targeted purpose means that it does not have a lot of fancy model manipulation functions built into it. While we do hope to add such features with time, and we do plan to pass many of them on to our clients free-of-charge, they are not currently a part of the RigIT package. Rather it is assumed that you are capable of preparing your model for importation into RigIT using your modeling package.
Please feel free to contact us at [email protected] if you have any questions, or are having a particularly hard time making one of your models work with RigIT. We always do our best to help our customers when they need it, and are committed to your success.
Hello everyone, Sorry about the trouble that some of you are having with RigIT. I just noticed that some of the inport information that I thought was in the how-to-reference isn't there. I am not sure how this happened and I am really sorry about this. To import a mesh your mesh
Hello everyone,
Sorry about the trouble that some of you are having with RigIT. I just noticed that some of the inport information that I thought was in the how-to-reference isn't there. I am not sure how this happened and I am really sorry about this.
To import a mesh your mesh needs to be triangulated, it must have normals, and, of course, it must have vertex information. If you have anything else in your .obj file it should work fine, but is probably best if you only have vertex info, normal info, and triangle info.
If your normals are not oriented correctly, they can make it hard to view your model in RigIT. If you are having trouble viewing your model in RigIT and your modeling software allows you to invert your normals then try that and see if it helps.
For the skeletons, Blender skeletons tend to have problems. Actually, blender tends to struggle with skeleton in general. I have not had a problem from any other package yet, but if you are using blender you may find that you have to clean up your skeletons before rigging with RigIT. They will import just fine, but Blender appears to like to have random, small bones that aren't really bones. These non-bone bones tend to cause problems for RigIT.
I will try to post an updated quick reference later this week. If you have any further questions, please feel free to contact me at [email protected]
Hello everyone, Sorry about the trouble that some of you are having with RigIT. I just noticed that some of the inport information that I thought was in the how-to-reference isn't there. I am not sure how this happened and I am really sorry about this. To import a mesh your mesh
Hello everyone,
Sorry about the trouble that some of you are having with RigIT. I just noticed that some of the inport information that I thought was in the how-to-reference isn't there. I am not sure how this happened and I am really sorry about this.
To import a mesh your mesh needs to be triangulated, it must have normals, and, of course, it must have vertex information. If you have anything else in your .obj file it should work fine, but is probably best if you only have vertex info, normal info, and triangle info.
If your normals are not oriented correctly, they can make it hard to view your model in RigIT. If you are having trouble viewing your model in RigIT and your modeling software allows you to invert your normals then try that and see if it helps.
For the skeletons, Blender skeletons tend to have problems. Actually, blender tends to struggle with skeleton in general. I have not had a problem from any other package yet, but if you are using blender you may find that you have to clean up your skeletons before rigging with RigIT. They will import just fine, but Blender appears to like to have random, small bones that aren't really bones. These non-bone bones tend to cause problems for RigIT.
I will try to post an updated quick reference later this week. If you have any further questions, please feel free to contact me at [email protected]