nRibbon
I started re-learning max a couple of weeks ago. It’s been a while since I’ve touched it. But I’m back on it now and I must say that I’m liking it. I even started fiddling with MAXScript a bit and made a ribbon style script. I haven’t seen many free rigs around compared to whats out there for maya so I thought I’d try and make my own. I’ve just been playing around with bones and a few other cool things that I failed to check out my first time around max before I moved on to maya. I think im up to the stage where I can make an animatable character…we shall see….
Here’s a little script that automates a ribbon style rig that’s seen a lot in toon style animations. It works great with Micheal Comet’s stretchy IK set up.
Description:
Creates 3 of these: bone, Bone-controller, Bone-controller-controller.
Creates 3 bone objects that is link to its own controller, which is linked to its own controller, which has position and rotation constraints on it based on 2 objects selected (where the setup is created between their pivot points). The bones created are what you would skin geometry to.
More info later when I’ve tested this script out.
http://www.flowerfoe.com/misc/nRibbon_v6.ms

Check out the above image max file done in about 10 mins:
http://flowerfoe.com/misc/ribbonTestLeg.max
Comments(2)

