agentfx
Peter told me about the FRW a few months ago. I made a character and animated it but after testing I went with HIK for that round of development testing (felt like I needed more support on FRW and didn't want to ask at that point). I was going to use HIK again for a few reasons when I decided that FRW was so much better for animation that I'll give it another go. Here's some issue or help I need. 
  • The thumb rotation on IK hand "Bend" seemed 90 degrees off until I realized, also I how do we fine tune rotation axises in the process? Specifically the thumb, the rest seems fine. I tried to fix it in the template but that didn't see to do anything. Even the finger controls of the thumb are locked to the built in angle.
  • I have a Character with 3 fingers, the setup seems to break if I remove the last finger from the template, so I just left the 4th finger outside un-rigged, but its kinda ugly.
  • FBX set up only works for biped b/c the script add on the FBX setup at the end of the bi-ped process build. So the modularity of the script doesn't work "for games". 
  • I have a tail and wanted to add controls for that, seems like a spine, or arm setup of some sort would work. So make a template and run the script (non-FBX)  but I don't know how to connect that to the whole setup even if it was FBX compliant. 
  • If I wanted to add custom joints to the FBX bi-ped, say a tail, or a shoulder pad piece of armor, how do I build simple controls? Its obvious where to parent to the FBX rig. If I simply add the joints they get reference/un-selectable b/c the top group refrences all below. My guess is point orient constraint reparent those node under constraints. Then parent the controls under the group node in the hierarchy that matches the joint. (this is probably ok but when I tell peter these things he says "yes but its easier to do x,y,z, and in this case you do parent constraint, and under the head seems special case again, or there's a tool for this)
  • Whats the difference between body control and pelvic control? 
 
Overall its a great rig, just not user friendly (yet) in the build process. I think a tutorial where you quick rig a character, not paint weights but just go through the process might be helpful. Maybe add a tail b/c its simple and easy custom rig to add... and sure it specifically helps me 😃 or add 2 extra legs or arms to make it harder? Whatever it will be very enlightening to see the process, specifically for FBX, which the script doesn't want to do haha. Thanks for the script and any help!
--Dave
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pshipkov
You keep referring to FBX, while i think you mean FRW, this is a big confusing.

Let me verify first the bugs you listed and then will reply about the rest.
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agentfx
When I say FBX I mean FBX which means the "game" rig version. 
--Dave
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agentfx
To me there are 2 rigs in the FRW setup, the film rig, which is the basis for the system and the game rig (FBX export friendly) which is only the bi-ped setup. So while there the sytem is modular, its not entirely modular since the fbx friendly version is a script run ontop of the modular system at the end of the building of the biped. 
--Dave
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agentfx
I also tried to edit the local rotation axis on the created rigs joint (thumb) but its locked in a way that doesn't rotate. Also tried to edit the control's local rotation axis but it too is locked. What I see is the joint rotates into or toward the knuckes instead of the palm. If you touch your thumb to your pointer finger while pointing that's how it rotates. 
--Dave
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agentfx

I've tried to delete the parent constraint, fix the joint re-parent, but the NURBS circle has the wrong rotation axis too and that's also locked. 

I did however figure out that deleting the 4th finger after the rig is finished is a simple solution for the hand's extra finger. 

--Dave
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agentfx
I think I figured out my thumb issue. My hand was flatter than the default template, I basically made the model hand to match the default bi-ped template in angle. That doesn't fix the Bend set driven key, but I figured out I was trying to rotate the wrong joint to correct what I was seeing. its the finger_lf1_fk1_ctrl that corrects the rotation. Aaanyway. 
I still have those other questions, like how to add controls and simple joints to the rig in the best way. 
--Dave
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pshipkov
Dave, have you seen the FRW video tutorials ?
They should answer many of your questions.

Thumb bending - i can see how you can run into the problem of setting up the bend axis. Will improve on that in the next update.
The easiest way right now to fix the problem is to select the first thumb control, pick-walk up (select its parent transform) and rotate it any way you want - done. It is very simple workaround, but one has to take a closer look at what is going on. Something that may be challenging when not familiar with the system.

The rest of the questions are related to the the existing biped template.
If you want different number of fingers - got to the "hands and fingers" section inside it and remove or add lines accordingly. I think it will be self-explanatory once you take a look at it.
The is no tail module, but after you watch the videos you should be able to construct one with the existing tools - it is basically a spine that's called tail. Some of that will require adding new section to the biped template, which can be frustrating for guys who are not familiar with Maya's command interface and/or Python.
So if you add new elements to the main rig structure, you will need to update the "FBX" section of the biped template accordingly. There is no easy way how to do that auto-magically. 🙂

The current scope of the FRW toolkit is to provide a very simple and flexible base for those who don't want/need to start from scratch.
The high-level features stop at automatically building a biped rig.
I have been talking to some folks who are interested in joining the project and take it to the next level, where tweaking a thumb or adding a tail won't be a problem.
I hope we will be able to scale the effort up soon.
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agentfx
Thanks man, 
I did watch the videos a few times. But adding a new arm for example to the bi-ped rig isn't included. Also setting up the FBX friendly version of individual arms would be a nice feature, basically break the FBX friendly part of the script out of the bi-ped. Anyway thanks for the reply! All good on my end.
--Dave
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pshipkov
Just updated the FRW code to allow for arbitrary number of fingers.
The FRW spine component is not a good fit for tails, but Maya has something that is a great fit i think - the cMuscleSpline. Take a look. Bezier curve based rig. Does not flip until twisting past 180 degrees. Built-in procedural jiggle and lag, etc.
Don't feel like replicating it pretty much entirely at this point. 🙂
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