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RigIT

RigIT Steam news

RigIT | Oct 1, 2015 | game

Released

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Animation & ModelingUtilitiesSteam Store

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  • Review score10% positive

RigIT news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score10% positive
  • Total reviews10
  • Release dateOct 1, 2015
  • DeveloperRigIT
  • PublisherRigIT

Genres: Animation & Modeling, Utilities

Company pages: Developer: RigITPublisher: RigIT

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RigIT Steam news

RigIT news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Latest RigIT News! - 12 August 2016

    Hello everyone! I want to thank everyone for their support for RigIT. With the help of all of you I was able to finish my degree this past May! Sorry that you have not heard from me for a while. As you can probably guess I have been busy. On top of graduating in May I had a new baby boy in July! So, it’s been busy. The good news is that I am now done with school. The bad news is that I now have a day job. Now that I have a day job I must notify my employer of any change that I make to RigIT before I can make it. That said, the company that I work for is really cool and is allowing me to continue to develop RigIT. It is just going to be a bit slower now because I now have to keep them in the loop and because I no longer have as much time to work on RigIT. I want all of you to know that RigIT is still alive and active. I am currently working on refactoring so that the feel of the Windows…

  • Latest RigIT News! - 12 August 2016

    Hello everyone! I want to thank everyone for their support for RigIT. With the help of all of you I was able to finish my degree this past May! Sorry that you have not heard from me for a while. As you can probably guess I have been busy. On top of graduating in May I had a new baby boy in July! So, it’s been busy. The good news is that I am now done with school. The bad news is that I now have a day job. Now that I have a day job I must notify my employer of any change that I make to RigIT before I can make it. That said, the company that I work for is really cool and is allowing me to continue to develop RigIT. It is just going to be a bit slower now because I now have to keep them in the loop and because I no longer have as much time to work on RigIT. I want all of you to know that RigIT is still alive and active. I am currently working on refactoring so that the feel of the Windows…

  • New Build and Quick Reference Available! - 25 November 2015

    We just released a new build for RigIT that solves the import mesh crash problem. I’ve also added a section to the Tips and Tricks quick reference that tells how to rotate the model/skeleton inside RigIT.

  • New Build and Quick Reference Available! - 25 November 2015

    We just released a new build for RigIT that solves the import mesh crash problem. I’ve also added a section to the Tips and Tricks quick reference that tells how to rotate the model/skeleton inside RigIT.

  • Patch Coming Soon! - 11 November 2015

    Hi everyone! First, I want to apologize if it took me a while to get back to your questions. I thought I had set up the account to notify me whenever someone posted anything and I guess I was wrong. Second, I wanted to let you know that I am going to post a new patch in about two weeks to fix the crashing associated with importing models without normals. (Has anyone had any problems with textures causing crashes? I haven’t seen any, but if there were this patch should fix any of those types of problems as well.) I am going to wait two weeks to give people time to read this announcement because I also made an orientation change. I’ve only had one post about preferred orientation, and that has been Blender orientation. Now, Blender prefers Z-up. I don’t, but that’s been the request. So, for now on but the models and the skeletons will be Z-up. The export is still Y-up (because that is wha…

  • Patch Coming Soon! - 11 November 2015

    Hi everyone! First, I want to apologize if it took me a while to get back to your questions. I thought I had set up the account to notify me whenever someone posted anything and I guess I was wrong. Second, I wanted to let you know that I am going to post a new patch in about two weeks to fix the crashing associated with importing models without normals. (Has anyone had any problems with textures causing crashes? I haven’t seen any, but if there were this patch should fix any of those types of problems as well.) I am going to wait two weeks to give people time to read this announcement because I also made an orientation change. I’ve only had one post about preferred orientation, and that has been Blender orientation. Now, Blender prefers Z-up. I don’t, but that’s been the request. So, for now on but the models and the skeletons will be Z-up. The export is still Y-up (because that is wha…

  • New Quick Reference Available! - 8 October 2015

    The new, revised quick reference is now available. http://cdn.akamai.steamstatic.com/steam/apps/374690/manuals/RigIT_Tips_and_Tricks.pdf?t=1444291758 The revised version goes into more detail about what information needs to be in your .obj file in order to import your model into RigIT, and includes information on how to improve the rendering of your model in RigIT. Please keep in mind that RigIT is not a stand-alone computer animation package. RigIT has a fairly targeted purpose; which is to expedite the process of computer animation by performing the skeletal embedding and skinning for you. This targeted purpose means that it does not have a lot of fancy model manipulation functions built into it. While we do hope to add such features with time, and we do plan to pass many of them on to our clients free-of-charge, they are not currently a part of the RigIT package. Rather it is assumed…

  • New Quick Reference Available! - 8 October 2015

    The new, revised quick reference is now available. http://cdn.akamai.steamstatic.com/steam/apps/374690/manuals/RigIT_Tips_and_Tricks.pdf?t=1444291758 The revised version goes into more detail about what information needs to be in your .obj file in order to import your model into RigIT, and includes information on how to improve the rendering of your model in RigIT. Please keep in mind that RigIT is not a stand-alone computer animation package. RigIT has a fairly targeted purpose; which is to expedite the process of computer animation by performing the skeletal embedding and skinning for you. This targeted purpose means that it does not have a lot of fancy model manipulation functions built into it. While we do hope to add such features with time, and we do plan to pass many of them on to our clients free-of-charge, they are not currently a part of the RigIT package. Rather it is assumed…

  • Updated Quick Refrence Coming Soon! - 6 October 2015

    Hello everyone, Sorry about the trouble that some of you are having with RigIT. I just noticed that some of the inport information that I thought was in the how-to-reference isn't there. I am not sure how this happened and I am really sorry about this. To import a mesh your mesh needs to be triangulated, it must have normals, and, of course, it must have vertex information. If you have anything else in your .obj file it should work fine, but is probably best if you only have vertex info, normal info, and triangle info. If your normals are not oriented correctly, they can make it hard to view your model in RigIT. If you are having trouble viewing your model in RigIT and your modeling software allows you to invert your normals then try that and see if it helps. For the skeletons, Blender skeletons tend to have problems. Actually, blender tends to struggle with skeleton in general. I have…

  • Updated Quick Refrence Coming Soon! - 6 October 2015

    Hello everyone, Sorry about the trouble that some of you are having with RigIT. I just noticed that some of the inport information that I thought was in the how-to-reference isn't there. I am not sure how this happened and I am really sorry about this. To import a mesh your mesh needs to be triangulated, it must have normals, and, of course, it must have vertex information. If you have anything else in your .obj file it should work fine, but is probably best if you only have vertex info, normal info, and triangle info. If your normals are not oriented correctly, they can make it hard to view your model in RigIT. If you are having trouble viewing your model in RigIT and your modeling software allows you to invert your normals then try that and see if it helps. For the skeletons, Blender skeletons tend to have problems. Actually, blender tends to struggle with skeleton in general. I have…

Patch notes and updates

S.noRelease datePatch nameGID number
125 November 2015New Build and Quick Reference Available!4249665521682952274
211 November 2015Patch Coming Soon!4249665521682952372

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