Maya Python Script - Vehicle Autorigger

Video that shows how to use the autorigger tool.

I have used mash network to generate the track. For mash network to work with rotation of the curve, I need to add another curve as aim curve and make roll amount to 1. Both curves and mash geo should be put under one group which will be rotated.

I have used mash network to generate the track. For mash network to work with rotation of the curve, I need to add another curve as aim curve and make roll amount to 1. Both curves and mash geo should be put under one group which will be rotated.

I have also explored creating procedural track in unreal, which was done with Unreal Blueprints.

Exploration of UX. One of the earliest designs.

Exploration of UX. One of the earliest designs.

Exploration of UX. Instead of using checkboxes and text, I have decided to minimise text usage and focus on buttons where possible.

Exploration of UX. Instead of using checkboxes and text, I have decided to minimise text usage and focus on buttons where possible.

Exploration of UX. Ad idea here was to use a 'butler' that would help you to rig the vehicle by asking a series of questions.

Exploration of UX. Ad idea here was to use a 'butler' that would help you to rig the vehicle by asking a series of questions.

Showing how one of the vehicles can be rigged and brought into Unreal. Destruction of the box was done by me in Houdini.

Maya Python Script - Vehicle Autorigger

The goal was to create an easy to use tool that would allow to rig a large range of vehicles, from cars to construction vehicles that had arms, doors, continuous tracks, or rotating base.
The tool creates a shelf button automatically by dragging and dropping a script into Maya.
I was responsible for designing UX/UI and tracks rigging part. The tool allowed user to either generate a track from one piece of geometry, or to use existing track and rig it.
I have used mash network to generate the track. For mash network to work with rotation of the curve, I need to add another curve as aim curve and make roll amount to 1. Both curves and mash geo should be put under one group which will be rotated.
I have also explored creating procedural track in unreal, which was done with Unreal Blueprints.
Several iterations on UX were made in Figma.
Project was created together with Andres Sedano and Juan Camilo Avellaneda Gelvez.