ExoSwitch Constraint Trial

ExoSwitch Constraint Trial

ExoTools
Trial

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Description

For years, traditional constraints have been used to create animation rigs for 3D characters. These unidirectional constraints force Character Technical Directors to deliver rigs into the pipeline with that single direction limitation built-in. This paradigm has proven to be quite limiting in the scope of the complex animations and characters required in film and games today. As Animators ask for more features to pose and interface with their characters, the Character Technical Director community has had to maintain multiple complicated rigs, each designed to accommodate a specific shot or sequence. This is where the ExoSwitch Constraint system shows its versatility.

 

The ExoSwitch Constraint is by nature bi-directional, built to give the user the ability to determine "direction" on the fly. To remove the problem of delivering a character into the pipeline in a pre-determined state, the constraint fully supports animating the drivers of the system. Using masks, the constraint itself can be configured on the fly giving unprecedented versatility and simplicity to the Character Technical Director and Animator.

 

The plug-in is a complete copy of the commercial product and it will run for 30 days before the license expires.  

 

Trial Description

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About This Version

Version 1.0.1, 2/6/2018
The constraint is now faster. Also, the following problems have been resolved: - Updated Node Editor / Connection Editor icons to vector format for better quality. - The Mask UI now updates its content when a different constraint is selected. - Fixed a problem with the "S" shortcut. - Fixed the Ctrl+l shortcut that disables the constraint marking menu. - More robust handling of unsupported features. - Fixed problem with loading/unloading/reloading of the plugin. - Now the shelf gets removed when the plugin is unloaded. - The constraint viewport feedback icons get drawn in the right spot when clusters are constrained.

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