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Vehicle Rig Generator for Maya 0.0.3 (maya script)

Auto Rig For wide range of vehicles.

$100.00
(qty: 1)

  • Check 16 Future Updates Included
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Compatibility

  • 2016, 2015, 2014, 2013, 2012, 2011

Operating Systems

  • Windows

History

Created:06/25/2012
Last Modified:06/28/2013
File Size: 19.6 KB

License

Standard License

  • Where can one use this?
    This MEL script can Rig the Basics (Wheel rotation, Gear Shifter, Steering Wheel rotation connected to Front Wheel turning, Wiper (single or double), Side Doors 2/4, etc. ) for variety of Vehicles which has (Back/Side Doors, With/Without Bonnet/Boot) with Suspension, Tilt, Automatic Engine Vibration/Wiper and Steering Control.

    Idle Double Axle Vehicles like Car, Van, Jeep, etc. both Cartoony and Realistic.

     
  • Working of the script:-

  • Place the  "CarPivotPosition" folder in you script directory.

    It has two files :-

            1. pivotPosition.ma 
            2. vechicleRigger.mel
     
  • Search for  "C:/Users/Prem/Documents/maya/2011x64/scripts/CarPivotPosition/pivotPosition.ma" 
    in vechicleRigger.mel file and alter the path according to yours.

    Pivot Position Placement:-
     
  • Once the pivot position file is imported after specifying the number of doors etc, place the FR Suspension Pivot Loc at the rear axle’s center, The BK Suspension Pivot LOC at the front axels center.
     
  • Place the BK_End_Pivot_LOC at the rear end of the vehicle, FR_End_Pivot_LOC at the front end and TOP_End_Pivot_LOC at the top to just understand the size of the vehicle.
     
  • Steering should be "Y" rotation aligned. For the rest a proper pivot placement would do.
    • Place the FR_Suspension_Pivot_LOC at the center of the Back Axle and BK_Suspension_Pivot_LOC at the center of the Front Axle.

    • Place the RT_Tilt_Pivot_LOC at the outter lower edge of the foremost RT Front Wheel and LT_Tilt_Pivot_LOC at the outter lower edge of the last LT Back Wheel (in case of Multi axle).

    • Delete all the Pivot_Loc that is of no use with regard to the model.

      Hierarchy Layout :-
       
    • Give the name of the Car and build the Scene hierarchy.

      Constraint Geometry :-
       
    • Now feed the corresponding geometry group in the constraint geometry panel to generate the rig.

      Final Scene output :- 

    • Once the rig is created all poly geometry will be applied polySmooth and refrenced and connected to the attribute in Transform Ctrl.
       
    • The attribute for auto rotation of the wheels and wiper are there on the COG ctrl. There is an engine vibration attribute too.
       
      Tips and Trick :-
       
    • The rotation of the wiper, amount of suspension and tilt could be manipulated by holding the SDK Key as you open the DAG nodes in the outliner.

      Lock SDK AnimCurve :-
       
    • When all the manipulation is done Lock the SDK animCurves by just pressing the respective button from its panel, so its not altered accidently during animation.

     


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