I am have a project with my characters in RRM2 with the proxies saved, I'm guessing there is no easy way to convert my older characters to the RRM3? I havent tried importing my old proxy data into RRM3.
Hi! First of all thank you for getting back to RRM after the period of dissapearence! :) I'm very glad you continue developing RRM and hope that this version will be awesome, even better than RRM2! I'm oretty hyped!As for this topic, I've noticed there's a Step 3E: "Upgrade RRM2 Proxies" which is yet not documented (No Help Link), but kind of works, to a degree... I've rigged a character based on a bird template using RRM2, tried to switch/upgrade to RRM3 using the above button, the process stopped on 53% on Elbow2/LowerElbow due to naming convention changes, which I fixed simply editing the scene with the text editor, and that helped, but this time it stopped on 93% with no error (visible to me at least) in the Script Editor. The rig HAS upgraded to a point, but not entirely, like there was only one proxy for the tail, instead of the whole chain.So are you developing this feature (as there's a button)? Do you have any ETA for it?Thank you!Bests regards,Andrey
I have fixed several bugs in the rrm3_installers_BETA_2023_06_06 updateincluding the issues with FK chains and elbows. I have also accounted for the shift of proxies in the foot. There are other shifts that I have not had a chance to fix, but I will look into those in the future. Mostly these are on the parent proxies of mirrored modules.
Currently this is not a feature. Due to the rewrite and re-architecture, it’s not straight forward. The naming conventions have changed somewhat and the control orientations are completely different so old animations wouldn’t play on a rebuilt rig. So it’s quite a bit of work. I’ll keep this thread updated if/when I can get to that feature.
Hi, there is now an "alpha" version for upgrading rigs. You can upgrade your proxy rig from the "Save and Load" tab, and then subsequently upgrade your RRM2 rig to RRM3 using the new "Upgrade Selected RRM2 Rig" in the "Generate Rig" > "Rebuild Rig" tab.
I recommend saving a new version of your rig from this rebuilt rig.Control orientations are completely different in RRM2 to support better control behavior, so you will need to retarget existing RRM2 animations to RRM3. This is where the "Retarget" tab comes in. Open up your animation scene, and select the path to the RRM3 rig you want to target to the RRM2 rig, then select a control of your RRM2 rig, and run the retarget.I will be making a video soon that walks through this process once the tool has had more testing and is proven to be stable and behave as expected.
I am in the process of converting RRM2 rigs to RRM3 rigs, but I think the animation is getting lost due to name changes? Is there an eta on the video walk through? Thanks!
Hi! First of all thank you for getting back to RRM after the period of dissapearence! :) I'm very glad you continue developing RRM and hope that this version will be awesome, even better than RRM2! I'm oretty hyped! As for this topic, I've noticed there's a Step 3E: "Upgrade RRM2 Proxies" which is yet not documented (No Help Link), but kind of works, to a degree... I've rigged a character based on a bird template using RRM2, tried to switch/upgrade to RRM3 using the above button, the process stopped on 53% on Elbow2/LowerElbow due to naming convention changes, which I fixed simply editing the scene with the text editor, and that helped, but this time it stopped on 93% with no error (visible to me at least) in the Script Editor. The rig HAS upgraded to a point, but not entirely, like there was only one proxy for the tail, instead of the whole chain. So are you developing this feature (as there's a button)? Do you have any ETA for it? Thank you! Bests regards, Andrey
Currently this is not a feature. Due to the rewrite and re-architecture, it’s not straight forward. The naming conventions have changed somewhat and the control orientations are completely different so old animations wouldn’t play on a rebuilt rig. So it’s quite a bit of work. I’ll keep this thread updated if/when I can get to that feature.