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Description
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The system was originally concieved in late 2012. I wanted a character rig that is broken down into
generic portions that can be setup and have its parameters changed within some limits. Upon building
the skeleton, and subsequently building a control rig, I wanted components and micro-systesm (ie. IK)
to be self-dependent. What this means is that controls would get automatically applied and scaled using
the proper joint chains, with the proper assigned elbow, for example. This basic concept can foster
a simple to use, yet robust system, that can provide smaller teams with access to a character rig
and tools without having to rely on a resident technical artist.


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Contact
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Created and supoorted by:
Joe Yip
email: joeyipanimation@gmail.com

Contact for:
- Feature requests
- Integration inquiries
- Technical support
- Troubleshoot


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Licenses
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The Presto Vivace character rigging tools are designed for free and open usage. It will be tested
and supported across a subset of specific software versions. All code and materials written and
owned by the creator.


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Known Issues
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- Foot ball pivoting is not functional


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Road Map
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- Make foot ball pivoting functional
- Character archetype setup for animation retargeting
- Animation retargeting, copy/paste


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Version History
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Second-Alpha
Revision 180
2015-Mar-22
- IK/FK limb + extremity system with IK/FK switch
    - This system is fairly rigid for now, in that it expects a three jointed limb and a single 
      jointed extremity
    - Heel lift/pivot, toe lift/pivot

Initial-Alpha
Revision 170
2015-Mar-06
- Maya 2012x64/2014x64 with Win7 support
- Tested with Unity up to v4.6f3
- First functional version as a rigging toolset
- Object-oriented component system
- UI for basic character skl/rig creation, skinning, animation setup and export
- User component editing during setup phase
- Component system are self-sustainable when building controls
- Animation definition setup interfaces ready
- Animation and character FBX exports (tested for Unity)