Hello! I’ll be demoing mGear and ueGear at SIGGRAPH Asia! If you’re interested in seeing it in action, please reach out via the contact form, LinkedIn, or the SIGGRAPH Meeting Match application to request a demo. Slots are limited and will be filled on a first-come, first-served basis, so don’t wait—reserve your spot now!
Note: If you only speak Japanese, I will do my best to present the demo in Japanese. However, please be aware that my Japanese is quite basic! 😊
ノート:もし にほんご しか はなせない ばあい、デモを にほんごで がんばって します。ただし、わたしの にほんごは とても かんたんです!😊
mGear is an open-source rigging and animation framework for Autodesk Maya, designed to streamline the development of rigging and animation tools. It offers a suite of modules, tools, and C++ solvers that facilitate the creation of flexible and reliable character rigs for film, game, or animation series projects
Key Features:
Modular Rigging System "Shifter": mGear's Shifter provides a library of pre-built rig components—such as limbs, spines, and facial rigs—that can be easily assembled and customized. This modular approach allows for rapid development of rigs tailored to specific character requirements.
User-Friendly Tools: mGear framework includes a vast libray of tools that streamlines the rigging workflow. This makes it accessible to users who may not have extensive scripting or programming experience.
Automation Tools: mGear automates many repetitive and time-consuming tasks involved in rigging, such as creating control systems, setting up deformation structures, and applying skin weights. This efficiency reduces production time and minimizes potential errors.
Customization and Extensibility: Being open-source, mGear allows users to delve into the codebase to modify existing tools or create new ones. This flexibility enables studios and individual artists to adapt the framework to their specific pipeline needs.
ueGear is the mGear equivalent for Unreal Engine, providing a comprehensive framework for rigging and animation within Unreal's ecosystem. Developed as a plugin for both Autodesk Maya and Unreal Engine, ueGear enables the efficient transfer and synchronization of assets, animations, and camera data, thereby streamlining the integration process between the two platforms.
Its core functionality focuses on bridging workflows, such as automatically generating rigs in Unreal Engine's Control Rig system using serialized data from mGear rigs in Maya. This ensures that rigs, animations, and other production assets remain consistent and adaptable, simplifying collaboration across tools while leveraging the unique strengths of both Maya and Unreal Engine.
The Gear Nexus (.gnx) format, developed as part of ueGear, represents a novel approach to handling rigging workflows between Autodesk Maya and Unreal Engine. While it isn't strictly rig portability, it serves as a powerful intermediate format that enables the regeneration of equivalent rigs in Unreal Engine
Key Features of ueGear:
Automatic Control Rig Generation: ueGear's capability to build rigs in Unreal Engine's Control Rig using serialized data generated from mGear in Maya is a powerful feature that bridges the rigging workflows of Maya and Unreal Engine.
Asset Synchronization: Allows for the import and export of static meshes and skeletal meshes between Maya and Unreal Engine, ensuring that assets remain consistent across both environments.
Camera Data Transfer: Enables the export of camera data from Unreal Engine's Sequencer to Maya, and vice versa, facilitating accurate scene layout and animation timing.
Animation Workflow: Supports the transfer of animation sequences, allowing animators to work in their preferred software while maintaining compatibility with Unreal Engine's runtime requirements.
Tagging System: Utilizes a tagging mechanism to maintain asset associations and metadata, ensuring that updates and changes are accurately reflected during the synchronization process.
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