Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Creators: Andrea Maiolo and Tim Naylor Adapted by Isaac Peral
Traditionally, character riggers have offered two solutions when developing rigs that connect a character to a prop. Either the prop drives a part of the character (say a sword will drive the character’s hand and arm) or the opposite (the arm will drive the sword). What rig configuration gets used is usually determined by a number of factors – the animator’s workflow preference, what the shot demands as far as type and range of motion and how the rig is accessed by the animator. In certain situations the rig to connect the prop to the character is done by hand only when needed while other pipelines might call for a more sophisticated approach, giving the animator an automated setup tool that will build the rig on the fly and provide the option of what nodes are drivers and what nodes are going to be driven.