So not even a few hours ago we got new R15 sizes and meshes. I was pretty hyped because it looked like we were finally able to build and put them together like the old R6 rigs, this isn’t exactly the case.
To explain what I mean with the R6 rigs; you could take all the body parts and with the default studio tools assemble them back into a character with pretty much no hassle. The new R15 sizes and mesh parts are a step in the right direction, but they still need to be refined before they become as simple to assemble as R6 characters.
Above is a pretty busy looking image of two rigs and two exploded diagrams of arm limbs. I’ll explain the diagram and then summarize it into an actual feature request near the end.
The diagram of the broken up limb on the left shows the heights of he segments of the parts that make up the limb. Top part has a box sized 0.9 studs high with a half cylinder sized 0.5 studs high attached to it’s bottom.
The CSG’d proposed sizes figure shows my proposition for the part heights the R15 rig should use. Note the leg and arm height when added up are bigger than they should be, this is to accommodate for the 0.5 stud half cylinder to smooth the joint. Each limb shown is basically a condensed version of the limb diagram.
The current R15 sizes figure follows the same display logic as previously mentioned, and displays the most up to date heights for each limb part.
The diagram of the broken up limb on the right shows the height of the segments of the current R15 arm limbs. Similar break up idea as the left broken up limb diagram.
Rounding errors aside it’s pretty apparent that the part heights on the current R15 rig are a bit of a mess. I don’t know the entire story behind the obscure sizing and I’m not going to pretend like I do, but what I do know is when the body parts are sized like this is makes working with these characters far more difficult than it has to be.
My proposition is to round off the limb sizes to more manageable numbers that still maintain the current R15 proportions. I’d love to be able to work with this system in ways other than whats initially provided, but in it’s current state it makes this a much harder task than it needs to be. I want to be able to make my own IK system for it, I want to be able to run my own custom animations with it, I want to be able to work with this body rig without needing to work around the rigs current set of obscure physical properties. Given that R15 is nearing the finish line I figured attention should be brought to this now before it’s all finalized.
I’m posting this in it’s own thread because I feel it’s better suited to be here rather than posted on the public R15 thread. If anyone with the power to merge threads feels otherwise then feel free to merge.
In the event some reference model is wanted I can provide that CSG’d figure shown in the diagram. Shoot me a PM and I’ll send it over.