Skinny: Automatic Mesh Generation, Rigging and UV-Mapping

Leif writes:

I am currently developing a little tool called ‘Skinny’. The key idea behind this tool is to quickly generate rigged meshes ready for animation. The modeling process is reduced to the armature setup. The skinny script then generates a seamless, weighted mesh around the armature, resulting in a rigged figure ready for animation.

At the current stage, the script only supports flat (x,y) armatures with either simple connections or X-crossings. All bones receive the same number of vertices arranged around the bones in three segments of circular patterns. The circular patterns can have an arbitrary (but even) number of segments.

For the first release version of this tool, I plan to implement user defined segment density for each individual bone influence zone and automated UV-mapping according to the ‘flow’ of the armature. I also would like to implement user defined shapes to extend the standard circular pattern around the bone segments. I would like to hear any feedback, if such a tool would be useful, and what features would be most important.

This script is not as sophisticated as scripts like MakeHuman, but I think this is an interesting approach. I think it has potential to grow into something very useful.

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