Released: Auto Rigging Pipeline [Commercial]

umblefuglyumblefugly Posts: 108

Auto Rigger Pipeline - Feature List

  • Import a single OBJ file or batch import all OBJ files from a selected folder in a single run.
  • Includes seven source application scale presets for DAZ/Maya, Carrara, XSI, Silo, Blender, 3DS Max/C4D, and Bryce/Poser to ensure geometry imports at the correct size regardless of the originating application.
  • Includes five built-in figure profiles for Genesis 9, Genesis 8 Female, Genesis 8.1 Female, Genesis 8 Male, and Genesis 8.1 Male, along with automatic projection template directory resolution and a free-entry field for custom figure labels.
  • Automatic platform detection for Windows and macOS correctly resolves content library paths and path separators without user intervention.
  • Per-item projection template assignment uses a browsable drop-down populated live from the selected templates folder, while remembering and pre-selecting the last-used template for subsequent items during the session.
  • Full Transfer Utility rigging via DzTransferUtility transfers bindings, morphs, face groups, and region groups while automatically setting the source figure as the primary scene selection to avoid Transfer Utility warnings.
  • Post-transfer node re-resolution automatically refreshes rigged nodes by label after doTransfer replaces the original DzNode with a new DzFigure.
  • Automatically deletes unweighted bones after rigging to keep rigs clean and store ready.
  • The Optional Daz Smoothing Modifier application is available per node.
  • Optional Sub-D subdivision modifier support includes selectable render subdivision levels from 1 to 4.
  • Pipeline stages, including Import, Rig, Delete Unweighted Bones, Smoothing, and Sub-D, can all be toggled independently so any combination of steps can be run or skipped without editing the script.
  • Features a wizard-style multi-page dialog with a branded dark interface that guides users through Import, Rig, and Bones and Modifiers pages with clearly labeled controls and inline status feedback.
  • An integrated Import button allows importing directly during the Rig setup page, so results can be verified before committing to rigging.
  • All pipeline settings are automatically saved to a JSON file next to the script and restored on the next launch, with forward-compatible merging to preserve existing saved values when future versions introduce new settings.
  • Comprehensive console logging includes a consistent [Pipeline] tag on all messages for easy filtering in the DAZ Studio log.
  • Critical and non-critical failure handling is implemented throughout the pipeline. Missing source figures or zero imported nodes stop the process immediately, while individual node failures generate warnings and allow processing to continue for the remaining nodes.
  • The script follows full linter compliance standards, including IIFE encapsulation, Hungarian notation, g_-prefixed globals, style constants, camelCase functions, tab indentation, structured section separators, and extensive try/catch coverage.

 

A very important note: This does not do auto weight mapping/jcms etc.

AutoRiggerPipeline.jpg
1920 x 1080 - 795K
Post edited by umblefugly on

Comments

  • ArtiniArtini Posts: 10,719

    Looking forward to it.

    I have a similar tool for Unity and I am enjoying it a lot.

    Please post more details, when available.

     

  • umblefuglyumblefugly Posts: 108

    Artini said:

    Looking forward to it.

    I have a similar tool for Unity and I am enjoying it a lot.

    Please post more details, when available.

     

    What kind of details are you looking for? 

  • ArtiniArtini Posts: 10,719
    edited May 30

    It would be great to see some example result of the rigging in Daz Studio.
    For example take a free demo file from Blender
    https://download.blender.org/archive/gallery/blender-splash-screens/blender-3-0/
    and rig the girl from it as a Genesis 9 with your tool, apply a pose in Daz Studio
    and show a screenshot.

     

    Post edited by Artini on
  • umblefuglyumblefugly Posts: 108

    It doesn't work like that, unless the model is created on or for that figure, any rigged model is going to look like poo. The clothing items in that screenshot are from a model I made specifically for Genesis 9 and rigged using the tool.

  • ArtiniArtini Posts: 10,719

    Thank you for the answer. Enjoy your development.

     

  • barbultbarbult Posts: 26,946
    I don't even see a description of what this is supposed to be used on. Is it to rig clothing or figures? Why is an automated pipeline necessary? I think there are too many details here and not enough overview.
  • umblefuglyumblefugly Posts: 108
    edited June 1

    barbult said:

    I don't even see a description of what this is supposed to be used on. Is it to rig clothing or figures? Why is an automated pipeline necessary? I think there are too many details here and not enough overview.

    Maybe this manual will help, but in the simplest of explanations, it is designed for batch rigging clothng items to the Genesis figures. Why is something like this needed? That is a personal decision whether you need it or not. I for one hate having to do a thousand clicks per item for rigging and cleanup.

     

    pdf
    pdf
    AutoRiggerPipeline_Manual.pdf
    246K
    Post edited by umblefugly on
  • tsroemitsroemi Posts: 3,544

    I like the idea a lot! I can imagine creating some little pieces of historical clothing that I can't find in the store well enough, but the rigging always seems devilishly complicated and tedious to me. I understand that we'd still have to set up JCMs / weight maps, but I'd just to gentle poses and weight mapping then, and let dForce handle the rest. Really sounds good to me!

  • MasterstrokeMasterstroke Posts: 2,413
    edited June 5

    Sorry, I don't really understand, what it does better, than the Transfer Utility, that I've been using before for rigging any *.obj to fit a figure.
    (I'd be totally hyped, if it automatically added rigs for tails, second pair of arms, ties or anything that is not included in the standard human rig.)

    Post edited by Masterstroke on
  • LeanaLeana Posts: 13,230
    edited June 5

    Masterstroke said:

    Sorry, I don't really understand, what it does better, than the Transfer Utility, that I've been using before for rigging any *.obj to fit a figure.
    (I'd be totally hyped, if it automatically added rigs for tails, second pair of arms, ties or anything that is not included in the standard human rig.)

    From what I understand reading the product page it uses Transfer utility, it doesn't replace it. But it integrates it in a multi steps process and sets some settings automatically. It also allows you to rig a bunch of objects as a batch.

    Post edited by Leana on
  • memcneil70memcneil70 Posts: 5,856

    https://www.daz3d.com/auto-rigger-pipeline released today. But reading the promo it doesn't list Marvelous Designer as supported source. Could that be added?

  • rhye_7b205b2b74rhye_7b205b2b74 Posts: 120

    So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc

  • crosswindcrosswind Posts: 9,788
    edited June 5

    memcneil70 said:

    https://www.daz3d.com/auto-rigger-pipeline released today. But reading the promo it doesn't list Marvelous Designer as supported source. Could that be added?

    Same question... but Marvelous Designer has OBJ export Preset for Daz Studio (1cm), so I think using the preset of DAZ/Maya/Hex(1cm) will just do. 

    Post edited by crosswind on
  • crosswindcrosswind Posts: 9,788

    rhye_7b205b2b74 said:

    So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc

    The scripts are just used for rigging objects as conforming wearables rather than rigging the character per se ~~ 

  • umblefuglyumblefugly Posts: 108

    Masterstroke said:

    Sorry, I don't really understand, what it does better, than the Transfer Utility, that I've been using before for rigging any *.obj to fit a figure.
    (I'd be totally hyped, if it automatically added rigs for tails, second pair of arms, ties or anything that is not included in the standard human rig.)

    Those types of rigs are out of scope for the current iteration of this script, I agree it would be cool. 

  • umblefuglyumblefugly Posts: 108

    rhye_7b205b2b74 said:

    So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc

    If you can get the mesh into DAZ Studio (Currently the script only imports obj) even though the script only imports obj, if it is imported say via fbx for example, you can just skip the import step in the script, go to step 2 and hit refresh list if the items dont show up.Refresh List and it will add those items to the list, then you can continue to selecting a template to use for rigging apply options etc.

  • ArtiniArtini Posts: 10,719

    umblefugly said:

    rhye_7b205b2b74 said:

    So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc

    If you can get the mesh into DAZ Studio (Currently the script only imports obj) even though the script only imports obj, if it is imported say via fbx for example, you can just skip the import step in the script, go to step 2 and hit refresh list if the items dont show up.Refresh List and it will add those items to the list, then you can continue to selecting a template to use for rigging apply options etc.

    So it is possible to convert a character into G9 figure?
    In one of your previous post you said it is impossible. I am a bit confused.
    I do not need to transfer any more cloth items,
    but having possibility to transfer characters from the other programs is very interesting for me.

     

     

     

  • umblefuglyumblefugly Posts: 108

    Artini said:

    umblefugly said:

    rhye_7b205b2b74 said:

    So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc

    If you can get the mesh into DAZ Studio (Currently the script only imports obj) even though the script only imports obj, if it is imported say via fbx for example, you can just skip the import step in the script, go to step 2 and hit refresh list if the items dont show up.Refresh List and it will add those items to the list, then you can continue to selecting a template to use for rigging apply options etc.

    So it is possible to convert a character into G9 figure?
    In one of your previous post you said it is impossible. I am a bit confused.
    I do not need to transfer any more cloth items,
    but having possibility to transfer characters from the other programs is very interesting for me.

     

     

     

     

    This script is for rigging clothing items. Hope that helps. 

  • barbultbarbult Posts: 26,946

    Artini said:

    umblefugly said:

    rhye_7b205b2b74 said:

    So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc

    If you can get the mesh into DAZ Studio (Currently the script only imports obj) even though the script only imports obj, if it is imported say via fbx for example, you can just skip the import step in the script, go to step 2 and hit refresh list if the items dont show up.Refresh List and it will add those items to the list, then you can continue to selecting a template to use for rigging apply options etc.

    So it is possible to convert a character into G9 figure?
    In one of your previous post you said it is impossible. I am a bit confused.
    I do not need to transfer any more cloth items,
    but having possibility to transfer characters from the other programs is very interesting for me.

     

     

     

     

    This script is for rigging clothing items. Hope that helps. 

    All the confusion is caused by the fact that the product page doesn't say that. That should be sentence number one. I don't think any shopper cares whether camelCase was used when writing the script. 99 percent won't even know what that is. But everyone wants to know what the Auto Rigger will rig.
  • umblefuglyumblefugly Posts: 108
    edited June 5

    barbult said:

    umblefugly said:

    Artini said:

    umblefugly said:

    rhye_7b205b2b74 said:

    So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc

    If you can get the mesh into DAZ Studio (Currently the script only imports obj) even though the script only imports obj, if it is imported say via fbx for example, you can just skip the import step in the script, go to step 2 and hit refresh list if the items dont show up.Refresh List and it will add those items to the list, then you can continue to selecting a template to use for rigging apply options etc.

    So it is possible to convert a character into G9 figure?
    In one of your previous post you said it is impossible. I am a bit confused.
    I do not need to transfer any more cloth items,
    but having possibility to transfer characters from the other programs is very interesting for me.

     

     

     

     

    This script is for rigging clothing items. Hope that helps. 

    All the confusion is caused by the fact that the product page doesn't say that. That should be sentence number one. I don't think any shopper cares whether camelCase was used when writing the script. 99 percent won't even know what that is. But everyone wants to know what the Auto Rigger will rig.

    While I agree with the statement that it could have been a bit clearer, try to avoid sweeping statements about percentages of people dont know, dont care etc. Some people may care that the code driving the script is properly written and not some thrown together slop. Generalizations stink unless you have been informed by buyers. If you are customer or potential, this is the place to ask questions. I'll make an effort to update the description so as to avoid any thread clutter here.

    Post edited by umblefugly on
  • memcneil70memcneil70 Posts: 5,856

    crosswind said:

    memcneil70 said:

    https://www.daz3d.com/auto-rigger-pipeline released today. But reading the promo it doesn't list Marvelous Designer as supported source. Could that be added?

    Same question... but Marvelous Designer has OBJ export Preset for Daz Studio (1cm), so I think using the preset of DAZ/Maya/Hex(1cm) will just do. 

    Thank you @Crosswind. I think you answered my question. I would not have known that since I do not have any Maya knowledge. I always appreciate your help.

    Mary 

  • crosswindcrosswind Posts: 9,788

    memcneil70 said:

    crosswind said:

    memcneil70 said:

    https://www.daz3d.com/auto-rigger-pipeline released today. But reading the promo it doesn't list Marvelous Designer as supported source. Could that be added?

    Same question... but Marvelous Designer has OBJ export Preset for Daz Studio (1cm), so I think using the preset of DAZ/Maya/Hex(1cm) will just do. 

    Thank you @Crosswind. I think you answered my question. I would not have known that since I do not have any Maya knowledge. I always appreciate your help.

    Mary 

    No problem ! smiley 

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