Road to Beta #2…

Another couple of weeks finds some decent progress on the asset front.

Site

Hope to have an update on the site’s asset delivery stuff soon so we can post some testing assets but no promises.

  • Framework for assets
  • Setup for subscriptions

New
  • Created first unity unified asset we’re calling m1_drake. M1 is for male 1 as in the first male base variant for Morpheus.
  • Simplified face geo a good bit for the unity asset

Took that base asset and wrapped the original full body mesh stuff and facial shapes to test things. All need work but a good look at variants possibilities.


Skinny variant

Middle aged

Defined

R&D
  • Working on face setup
NEW
  • Working on face modules
    • Eyeblock in progress – through the skeleton phase
  • Scaling implemented on all current modules
Templates
  • Morpheus Unity Toon Med – building properly with scale
 R&D
  • Scale inconsistencies – added a flag on ik.ribbon to not have scale on aim by default. In the past we’ve done a scale or translate option to stretch on spline IK setups. With ribbons you don’t do that as they are always positionally attached. So adding aim scale in some cases makes things…’wonky’. Regardless. Feeling better.
  • Major speed issues in 2018. Until we can investigate further, gonna be a hard ‘not recommended’ use in 2018 until resolved.
BUG Fixes
  • rigBlock mirroring aimAxis not setting up properly
Modeling
  • Finalization continues…
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.