cgmRigsUpdate – mDrake [with Face] Alpha

We’re going to try to structure updates where possible so they can be public. Forum and Asset pages will be team only. However we’re having trouble with the forum permissions so you probably have access to them now 🙂

Meanwhile On the Forum...

Hey Team, we’re starting out and we need to start getting some feedback to help determine direction. Here’s some current threads for the team.

404 error? Just means you’re not on the cgmRigs team. 

Rigs Update


We’re happy to say mDrake now has a face. Sorry this post won’t be more in depth. It’s a holiday week here in the US and I have to get this out as quick as I can and won’t have time to do a fuller overview.

Rig Page

Can’t wait to see some animations. Point us to yours;)

Here’s our plans for releasing this rig.

  • Full Alpha Release 1 – This release
    • Face Included
    • Will be seeking feedback and doing our own internal iteration as well
    • I pulled the holster for this release because we don’t have a clear picture of how we want to setup the pistol for unity yet.
    • Put a tmp shirt texture on him because the old shirt had holster shadows baked on it.
  • Beta Release – Next Release
    • Modeling
      • Let Dan work his magic for final look
    • Teeth
      • We need to flesh the teeth more out to the molars.
    • Bag may need to be a little better.
    • Lips
      • Few uv’s got messed up in the last transfer
    • Gun
      • Add a rig when we resolve how we want it setup with Unity
    • After we have all fixes complete. Unify a clean single mesh  asset
      • May cull out some polys for Unity
    • Rigbocks
      •  Eyes
        • Add more handles
  • Initial Public release
    • We’ll open the rig for purchase in a few weeks when we’re happy with the state of things and have the items mentioned above addressed.
Reminders for Testers

When I get back to it next week I’ll do a demo of the rig features with the ui.

  • Install the toolbox – If you want to fully experience our rigs, you’re going to need our tools.
  • Beware the pose library. It works fine for Josh, but crashes David’s maya. The rest should be working fine.
  • Set keys for speed – If you open the rig and it is slow, this is to be expected. To enable parallel evaluation you must have at least two slightly different keys on the timeline for Maya to evaluate properly and things will speed up a great deal. We’re seeing ~real time playback.

Until I get the new vid up…



Josh Burton

[MRS Project Lead | CG Monks] Josh is an animator turned TD who hails from Oklahoma, pre-undergrad in the Marine Corps, animation basics at Savannah College of Art and Design, cut his teeth in gaming and commercials before co-founding CG Monks and more recently the CG Monastery. The Morpheus Rigging System is a culmination of years of R&D and he is now thrilled to see what users can create, collaborate and expand on with this open source MRS platform.