About this project
New backers - Please check the updates for backer only updates to make sure you're up to date!
This kickstarter campaign will fund the development to a long waited update to the Morpheus Rig for Maya. If funded we'll begin development immediately.
We're amazed at all the great work the animation community has done with the original Morpheus rig and we're eager to get the new one in your hands to see what you come up with!
Morpheus Rig 2.0 Planned Features
Sponsors (via the Kickstarter rewards):
- CG Spectrum
- Animation Mentor
- Faceware Technologies
- Rigging Dojo
- This could be your company....one spot left
Other Payment Options
Paypal - Click here for more information - (5 Paypal Backers so far)
- Commercial Use Allowed from the start - Released under Creative Commons Attribution Share Alike. We continue to ask users to honor the “Would Pixar make this” rule in terms of content.
- Rigged using cgmToolbox’s tools and methods to allow for faster updates and bug fixes
- More tools that we will continue to make available to the community as we develop them.
- Remodel the base mesh to get better definition and allow for ‘harder lines’ when wanted
- Remodel existing customization options where necessary
- ReUV existing mesh and fix all normal issues
- Revisit problem areas
- Better fk/ik snapping
- Better space switching tools
- Add Pose mirroring
- Banking on hands and feet
- FK/IK finger controls
- Rework facial rig to have supplemental controls
- Rethink some of the facial joystick setup
- Implement new methods we’ve been playing with - surface IK, rotation order on the fly and other toys
- Optional Joint based facial setup version for game work
- New customization workflow that will be more intuitive and allow for ‘baking’ down rig changes to lighter rig assets
- New customization options for the body and face
- Stretch Goal - Clothing options and tools to implement (The scope of this will be dictated by what our backers want from the Morpheus Rig)
- Stretch Goal - Props for Morpheus to use (weapons, toys, hats, etc)
- Regular updates - much more regular than the two years between Morphy 1.0's release and now:)
- Utilizing Questions on the Keyframe Co-op for single location support
Risks and challenges
Most of the folks that are going to sponsor this project know either the Morpheus Rig v1.0 or Squirrely Rig, both of which Josh created and released to the community.
David and Josh have both been freelance animators and TD's for years. Working in film, games and commercials, they're used to working on deadlines, completing projects, and solving problems.
The main challenge we see in this project is the sheer amount of stuff we want to do. We make these tools for the animation community, so seeing if they'll support us in turn is going to be a valuable test. Not that working 36 hours a day between paying gigs and dream projects isn't feasible, but... yeah, you get the idea. If we can treat this like a paying gig, we can give it the priority it deserves and make the animation community we love so dearly a better place by giving it great rigs, tools and assets beginning with little ole' Morpheus Rig 2.0Learn about accountability on Kickstarter
As much as we enjoy making tools and rigs for others for free. Life has certain necessities that require making a bit of money here and there. Morpheus 2.0 was something many of our existing users said they wanted to see us try as a funding model, so we're giving it a shot.
Maybe you're a school who has a lot of students using the Morpheus Rig, or a previs studio who'd like an easy to use rig that can be shaped for all kinds of characters, or commercial house with some small budget projects you'd love to be able to take an off the shelf character for if the project budget doesn't afford custom assets. There are all kinds of folks that approached us in the past about doing commercial work with v1.0.
In terms of exposure, the original Morpheus download page had hundreds of unique visitors a month.
It's not just the Morpheus Page you'd be getting branding on. You'd also be getting exposure on our Morpheus 2 related training vids as well as the update videos. For reference, the original training vids have a cumulative 44.9k full play throughs (not loads) as of a couple weeks back.
Also, picture it - a handful of animators walking the streets, you notice their elite looking t-shirts, you look closer. There it is. Your company logo on (yet another) t -shirt. Isn't it beautiful? :)
No, You can always send us ideas and requests via cgmonks.com or our various connection places on Facebook.
However, once the project is backed, we will be doing numerous detailed idea and critique rounds with our backers to find out what is important to them in what we change, add, or rework. Only backers will have a vote.
For example, if none of our backers are using Maya 2009, we probably won't support it. Another example would be the fingers. We'd like to complete rework finger setup to be more direct control but if 75% of our backers love the old setup. We'll try to find a way to do both.
Probably, not a whole lot. We'll go back to working on our tools and rigger to focus on work for hire projects. As Josh loves doing characters, he'll keep doing them but it will probably be more static ones like Squirrely as we just won't be able to afford the development time for a full 2.0 update for Morpheus.
When we feel Morpheus Rig v2.0 is feature complete. Not from the first test rig's release to our contributors. There will be many test rigs during development.
Of course! With the $250 level, we will customize with whatever final customization setup we have. The Princess Bride Morpheus pack we released is a good example of this -(http://journal.joshburton.com/2011/07/independence-day-and-morphy.html).
The $500 one will afford some personalized customization stuff. For example, if none of the noses work for the look you want, we'll make one. Or you want a particular mustache or glasses or maybe your friend always wears a bowler hat. That kind of thing.
If you want to have something complete custom for yourself or school, we will have connections that you can make to allow that to happen. Say for example you had a very specific body type you wanted and you had a mesh you wanted in the setup process we'd be trying to make that possible.
We will do as much as we possibly can to accommodate requests, especially for backers at and above $500.
The main thing is helping ensure the rig is done at all (see the faq on what happens if the project isn't funded). If we can fund this, we can work on Morpheus 2.0 and get it out to animators ASAP, instead of working on a paying project so we don't starve. Contributors will also have a major voice in development decisions. There will be a lot of choices about what changes we make, which features we add, how we rework or modify certain things, and we feel that the folks who have supported us should be the ones to have that voice.
Pretty much any individual or company that is industry or creativity related. If your company makes paper clips, you can probably find a better use for your advertising funds, as our users are probably not your target audience.
We want to do things the right way, so we’re factoring in both development time as well as support during beta. Part of doing things right involves hiring out some of the modeling work to other talented artists to ensure that it’s at the level we want. If it helps, think about what it would cost for you to pay the bills and for other animators' time for 6 months or more. That's exactly what we're doing, so we're seeing if this model can support that.
CG Monks was founded this year by Josh Burton (maker of Morpheus Rig 1.0), David Bokser and Ryan Comingdeer. You can find more about who we are and what we're about on our site - http://www.cgmonks.com/
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