Exploring the History of the SUNY Oswego Sport Mascot

By admin

SUNY Oswego's sport mascot is known as "Oswald the Great and Powerful Oz." He is a larger-than-life figure who brings energy and excitement to every sporting event on campus. Oswald's presence is felt throughout the community as he attends games, pep rallies, and other campus events. With his vibrant personality and iconic costume, Oswald has become a beloved symbol of school spirit at SUNY Oswego. One of the main reasons Oswald is so popular is because he represents the university's values and traditions. As a mascot, Oswald embodies the strength, passion, and determination of the SUNY Oswego community.



Magic bone ue5 rig creator

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    Magic bone ue5 rig creator

    Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx/Gltf export, with presets for Unity, Unreal Engine, Godot.
    First developed as my own in-house rigging tool, I've released it a few years ago and it expanded quickly thanks to great support from the community!

    Tip: If you want to be notified when a new version is released, then consent to receive emails from creators.

    Want to try first? Download Mike, free character rig here.

    Useful links:
    Documentation - Learn here!
    Frequently Asked Questions
    Youtube Channel - Tutorials and demos
    Twitter - Follow development
    Joris' Rig Library for Auto-Rig Pro - 24 animated rig presets
    Quick Rig - Turn a skeleton into Auto-Rig Pro control rig

    Rig fast with the Smart feature

    For humanoid characters, the Smart feature can automatically place the bones to speed up the process, after adding the green markers. The result remains editable.

    Non-humanoid characters can also be rigged without the Smart feature, manually (horse, dog. ).

    Based on a non-destructive workflow, the final rig remains easily editable anytime after its generation. Check the product documentation and the youtube channel for more informations.

    Built for performances, allowing fast animation playback.

    Important note about skinning: If possible, use water-tight geometry for best auto-skinning results. Knowing the bases of Blender's skinning tools, weight painting, to fine tweak the bones influences is recommended. Read the doc for more informations.

    If you encounter any bugs please report it. Updates are free and will remain free. Also make sure to read the FAQ and the documentation to solve common issues.

    Modular - Fully Featured

    Customize the rig definition in a few clicks: fingers, wings, toes, spine bones, multiple neck bones, tail, breasts, ears and much more. Duplicate or remove limbs to rig spiders, centaurs. or whatever!

    Video tutorial, rig a centaur with the multi-limb feature: Centaur Rig

    Wings limb for advanced feathers rig:

    Kilt limb to rig kilt, dresses, skirt-like clothes

    Spline IK limb to rig ropes, tentacles, IK spine.

    3 bones IK for quadrupedal creatures:

    Fingers IK-FK:

    Intuitive tool to edit the bone shapes, with automatic mirror:

    Customizable UI: fully editable layout, buttons positions, colors, background pictures. The picker panel dynamically updates, so you can select any bone from the separate panel easily.

    Remap

    The Remap feature allows retargetting of any armature action to another one, with different bone names and bone orientations, supporting imported .bvh/.fbx armatures for example. It's universal: works with Auto-Rig Pro, Rigify, custom rigs. Define the source armature, the target armature, and the animation will retarget according to the bones names matches and bones original orientation.

    It support IK feet, hands for accurate motion tracking, and an interactive offset tool to remap to different characters proportions.

    Game Engine Export

    Skeleton export to FBX/GLTF format. Complies with Unity, Unreal Engine, Godot.

    Export Types:
    Universal
    to export the skeleton of any creatures
    Humanoid for bipeds only, with options for easy retargetting and root motion in game engines

    • Support of multiple twist bones for optimal volume preservation in game engines, where dual quaternions skinning is not possible (top: single twist bone, below: 4 twist bones)
    • Unit conversion to initialize the scale transforms values to 1.0 in Unity and Unreal Engine
    • Unreal Mannequin compliant: support Mannequin bones hierarchy, bone axes conversion, bones naming for UE4/UE5
    • Automatic A-Pose
    • Support full facial rig, and advanced bones. "Twist" mode for secondary controllers, wrapped on bendy-bones for smooth curves effects, leading to 1:1 export compatibility in Fbx format
    • "Soft-Linking" for cheap stretchy bone effect, Fbx compliant
    • Actions are baked to the simplified rig
    • Animated shape keys (blend shapes) support
    • Selective/multiple action export
    • Root motion support

    Bring your poses to the next level!

    The secondary controllers offer a unique control over the pose. Located all along the limbs, they're dedicated to fine pose sculpting, cartoon effects, bending, stretching, etc. Three deformations mode in option: Twist (exportable to Fbx and bendy-bones based for best compatibility), Additive (exportable to FBX), Bendy-Bones (Blender only).

    Just use them instead of corrective shape keys, or as a complement. Below a typical leg bent before and after tweaking the secondary controllers.

    Corrective shape keys can be created easily with a dedicated tool supporting IK-FK bone chains:

    ChildOf Constraints Switcher

    Easily switch and snap from one ChildOf constraint to another with the automatic ChildOf switcher (universal tool, compatible with any rig)

    Rig Layers

    Store bones, armature layers, objects and collection in custom rig layers to easily manage the character features: hide or show clothes, hair, bones controller.

    Built to Last

    Blender is constantly improving and updating, and so is Auto-Rig Pro. But even though upgrades are nice, we don't want to miss the old rigs because of compatibility issues with newer versions. That's why backward-compatibility is always ensured at all costs, even if it involves a lot of maintenance on the code side. A legacy menu takes care of preserving features from the past. And if necessary, an "Update" button will upgrade the rigs automatically to the latest requirements, no loss!

    Tell Me More!

    Extensive list of what the addon has to offer:

    • Automatic bone placement solver based on mesh recognition for bipeds characters. Asymmetrical models supported.
    • Edit Reference Bones feature to modify the rig anytime you want. No need to redo everything if a bone is not where you want it to be.
    • Apply Pose as Rest Pose feature to quickly change the rest pose of the character, aligning reference bones on it and applying armature modifiers in a single click
    • Modular: only rig what you need. Fingers, toes, ears, breast, adjustable amount of spine, neck, twist bones, tail, and neck bones. Duplicate, remove limbs to rig creatures with multiple arms and legs.
    • Fingers auto-rotation option: bend when scaling the first phalange, pre-defined fist pose
    • Easy controller shape edition
    • Bone picker: Can be turned on/off, import/export presets. Customizable.
    • Colors customization
    • Cartoon compliant: stretchy spine, legs, arms.
    • IK-FK snap autokey compliant, snaps properly when unlocking all the leg/forearm rotation axis
    • IK-FK controllers auto hide
    • Hybrid IK pole / IK arrow vector
    • 2 or 3 bones IK chains for legs
    • Knees and elbows pinning
    • Head rotation locked or free
    • Bend all fingers in one click (fingers grasp), fist pre-defined pose, auto rotation of fingers phalanges from scale
    • IK/FK eyes
    • Auto-eyelid rotation
    • Multiple Child-Of constraints support for the IK hands and feet to change their parent space any time (e.g. if the character is driving a car, hands on the wheel, then grab the car door)
    • Complete set of secondary controllers for fine pose sculpt
    • Advanced facial setup with automated placement
    • Improved skinning based on Blender's heatmaps. Auto-splitting of multiple elements + voxelization. Compliant with the Voxel Heat Diffuse Skinning addon.
    • Shape keys drivers creation tool
    • Game engines support, FBX, GLTF: Unity - Unreal Engine - Godot. Generic, Humanoid and Universal rig type
    • Bone remapper to retarget any armature action to another one, with different bone names and bone orientations. IK support. BVH, FBX files compliant, e.g. Mixamo animations.
    • Compliant with X-Muscle System for realistic muscles simulation
    • By buying this addon you support my work and the Blender foundation, its developers financially. A part of each sale is donated to them. It's worth a big thank you from the open source community, helping Blender remaining free and accessible for everyone! And obviously you ensure the funds for this addon next new features, bugfix. I'm making my best to constantly improve the beast, based on users requests and my own ideas. Have quick look at the release log below. You receive a notification when the addon is updated, and download it for free.

    Users Cases:

    Auto-Rig Pro is actively used in the film and video-game industry, a few examples:

    Usurpator: Video-game (Unreal Engine)

    Julie Jamrock: TV serie (in progress)

    Updates:

    Make sure to uninstall the current addon before installing the new one and restart blender.

    New/improved:

    • Version: Upgraded the whole code base to Blender 4.0, with armature collections support. Make sure to click "Update Armature" when opening rigs from older versions
    • Version: Because Blender 4 removed the extra frame added at the end of actions frame range, added a new Legacy setting to back up this additional frame
    • Version: Blender 4 does not handle properly the double IK fingers constraints, leads to cyclic dependency (wobbly bones effect). Then, unfortunately the second IK at the tip of the fingers had to be removed. Click "Update Armature" when opening old rigs with IK fingers. Note, this second IK constraint could be restored later, will require more advanced bones mechanics to avoid the cyclic dependency.
    • Export: New Presets feature, to save and load export settings quickly
    • Export: Expose the "Force Start/End Keyframe" setting for Fbx
    • Rig: The selected armature can now be saved as a custom preset automatically (it was already possible to add custom presets before, but the preset files had to created and put in the folder manually)
    • Rig: The custom presets armatures can be removed using a dedicated menu

    Fixed:

    • Export: Error when actions contained a single frame only
    • Export: Scene Units set to None was crashing the export
    • Export: Actions with no "id_root" attributes were not exported
    • Export: Wrong mannequin bones axes orientation, because of hidden bones collections
    • Export: Shape keys animation as an NLA track did not export with "Apply Modifiers" setting enabled
    • Export: Error when exporting IK Splines with Blender 4
    • Remap: Fixed unreported bug with collection visibility
    • Version: "Show IK Direction" line broken in Blender 4
    • Version: "Update Armature" was not removing the second IK fingers constraint when the rig was already updated to Blender 4
    • Version: Move constraints operator broken in Blender 4, use lower level functions instead
    • Version: Some users report error when importing the Requests module (chardet import error), use urllib instead
    • Rig: Ensure bones custom shapes are assigned to the cs collection and parented to cs_grp
    • Rig Layers: Error (in console) when updating layers visibility while nothing is selected
    • Rig: Disable fingers Rot From Scale broken in Blender 4
    • Rig: Control and reference lips bones had incorrect colors in Edit mode
    • Rig: Error with Kilt limbs and single colliding leg
    • Rig: The Kilt custom shapes were removed when editing more than one Kilt limb
    • Smart: Error when removing an optional facial object from the detection
    • Smart: Error if facial objects are not assigned to any view layers
    • Smart: Removed any dead BGL call for MacOS compatibility

    Choose a product version:

    $40 (Full) Auto-Rig Pro + Smart + Remap + Fbx Export

    The full package! Auto-Rig Pro core, Smart tool (biped body recognition), Fbx export to Unreal/Unity, Remap tool to retarget animations, free updates with email notification and support messages

    How to Auto Rig Cyborgs With Character Creator AccuRIG

    Digital Artist José Tijerín has shared a detailed breakdown explaining how to utilize Character Creator's new AccuRIG tool to auto-rig soft, rigid, and mixed armor pieces.

    CC4 With AccuRIG: A Gateway to New Possibilities

    AccuRIG in Character Creator 4 is the most important tool we’ll be using for this tutorial. This tool is designed to rig characters quickly and easily and lets us skip a lot of manual processing in 3D programs like Maya. To create this tutorial, I have divided the character into three categories: rigid armor, mixed structure, and rigid system. This makes it easy to understand and analyze the common mistakes for each category.

    Part I: The Rigid Armor

    Let’s explore several ways to correctly integrate different parts to make a suit of armor. For this tutorial, I’ll be working with the “Polish Hussar Armor” that can be found on the Tijerin Art Studio Sketchfab page. Let’s start with the simple minor parts of the armor, such as the tassets and vambraces.

    First go to the Create to access the Accessories menu and import these armor parts. Since the armor is divided into parts, we will have to select them one by one to convert them into accessories using the namesake button. Now, we have to go to the lower part of the Modify window to find the Attach section and link the armor parts with their corresponding bones. This method is the most optimal for attaching rigid parts to the character, but it is not always recommended. I suggest individually importing the armor parts so that each part can be given the necessary attention and independent problems can be corrected as they arise.

    Thanks to the improvements in Character Creator, we can check for problems while the character moves without having to leave the program. There will be times when the armor pieces intersect with other models and in those instances you will need to edit the geometries right away so it doesn’t continue to happen. Rigid elements , like the ones applied here, are widely used to complement cloth and leather clothing and give a striking touch of variety to our character. Let’s talk about the armor elements that are more complicated, so much so that they require rigging such as the helmet for this particular character.

    Helmet armor

    Helmets are usually composed of one or two pieces, but this particular helmet has several pieces at the back. This is an opportunity to take advantage of because the lower part collides with the armor that we have not yet placed. We can handle this problem by rigging this part in a third-party 3D application. This time, we are going to import it not as an accessory but as a 3D prop so that we can introduce the bone system without a hitch. The rest of the process is the same as those used for previous armor parts. As you can see, we now have full control over the helmet and can prevent it from intercepting other armor pieces. We are going to further develop this solution for the animation phase so that it goes beyond just fixing problems and takes us a step further in the animation of the character.

    Chest armor

    Now is the time to place the chest armor, which presents a delicate challenge. In this case, we have a one-piece breastplate that will be placed in the same fashion as the first armor parts. This type of armor is very constrictive on the body, so we must refrain from animating the bones of the upper spine and raise the arms more than 180 degrees. The most popular method, due to its versatility, is to separate an upper part to protect the thorax and a lower part for the stomach.

    Shoulder armor

    For the shoulder pads, I attached the lower part of the arm in the same way I did the first parts of the armor. For the upper part, I added a couple of bones like I did for the helmet. The mobile parts of a traditional armor are usually joined together with leather straps, and normally, they are covered by metal. This armor, however, features straps that are visible and I’ll need to be careful to confine the flexible areas to the shoulders. It’s worth mentioning that futuristic armor found in video games often contain rigid parts that are sewn onto flexible parts. This type of design can save on polygons and eliminate many of the problems mentioned before, but we will explore this later.

    By attaching the bones to the armor, we get several possibilities for animation. We can correct the position of the shoulder pads as was done for the helmet. In addition, we can have those pieces jump while he is riding on his mount. It should be obvious by now that adding bones to the armor requires some forethought, especially about the character’s range of motions and how the armor will react in kind.

    Scabbard of the sword and accessories

    Let’s now examine the scabbard, which is usually a prop for decoration, but we can do more with it by rigging it to make it functional. To accomplish this, I add bones along the length of the leather scabbard to have it curve with the sword. Once set up, the sword, despite its curvature, can smoothly slide in and out of the sheath.

    In the act of sheathing a sword, one hand holds the scabbard and the other hand inserts the sword. So we should consider adding a bone to attach with the hand. If we want to get fancy, we can export the props in FBX format along with its animation into Character Creator . On top of this, we can also add a spring effect so that the soldier can sway while he walks and have that momentum transfer to the sword while it is sheathed. Once completed, I continue to make some corrections and add the rest of the armor, accessories, and textures to make it ready for animation in iClone .

    Part II: Mixed Structure

    In this tutorial, I’ll explore what I call a mixed structure for making a suit of armor with Reallusion ’s toolset. This type of structure is very suitable for making robots and cyborgs because it has a more modern or even futuristic aesthetic. We’ll be using the “Neo Robot” character which comes with this exact system of mixing rigid and flexible structures. You can download this character from Sketchfab.

    How to use AccuRIG in Character Creator 4.1

    First, import the character directly into an empty project in Character Creator . If you haven’t done so already, proceed to rename all the parts of the robot to make it easier to work with later. After that, we can ready to use a new tool that Reallusion has added into Character Creator.

    AccuRIG is a tool that has opened new horizons for Reallusion products. Now, Character Creator is no longer a program entirely focused on realistic or stylized characters, it can actually load all types of characters. With this improvement, Character Creator is no longer limited to certain types of projects and has become an essential tool for any project that involves 3D models .

    I’m going to select some of the rigid components and click on the AccuRIG button on the right. In the AccuRIG menu, click on the Create Guides button. The system will proceed to place the joints in an arrangement that it deems best based on its algorithm.

    But how can we confirm if these are the best positions for the joints and modify them to better fit our model? Character Creator makes this easy by displaying a small help window every time a joint is selected. The system is usually pretty good at placing the joints into correct positions.

    When we have verified the joint positions, click on the Generate Skeleton button. This is where the magic happens. In other programs, creating and adjusting a skeleton would undoubtedly take hours of your time.

    The skeleton that the Character Creator generates is perfectly adjusted to fit the character’s anatomy . Yet, we can still adjust some parts that we are not satisfied with and use the Bind Skin button. As you can see in this example, the results are fantastic. It is even perfect for the fingers which are usually prone to errors due to their close proximity with one another.

    Even the rigid parts of the model deform so slightly that it is almost imperceptible. That’s why for cases like these, it’s better to leave the rigid pieces as parts of the model rather than separating them into individual pieces.

    Models with a lot of overlapping parts will likely encounter mesh penetration, but you can use the Skin Weights tool to quickly check the skinning. Another thing you have to take into account is that you can’t use the Transfer Skin Weights button to fix mistakes in your rigged characters, instead you will need to go back to the AccuRIG menu and use the Bind Skin button.

    Animated add-ons in iClone 8

    When dealing with robots in iClone , there is one factor that you should take into account, that is animated components. Electronic components are often tacked onto futuristic characters and they may even have their own motions.

    Adding these elements is really easy in iClone. We simply need to import the pre-rigged components and position them in the right places. When they are all positioned, we have to use the Link option on the nearest bone of our character and we can animate this element independently without separating it from the body. Furthermore, we can explore the use of robotic extensions as part of the character’s body.

    The classic example is the articulated arm that is fully animated. Creating this setup is much easier than you might think, thanks to AccuRIG . We can simply import the mechanical arms into Character Creator and press the AccuRIG button to start the rigging process, just like before. In this case, not all bones will be needed for this model, such as the leg bones. AccuRIG provides a practical solution to mask out these bones so that they don’t interfere with the rigging process. As mentioned a moment ago, we can just import the model into iClone and use the Link option to attach it to our character.

    Part III: The Rigid System

    The rigid system is one traditionally used for classic robots. It is the most complicated system because we cannot use elastic elements and deformations, forcing us to think very carefully about the structure that makes up the character.

    Use of spheres in the joints

    As you can see, the whole system is based on using spheres as joints, but we also have some hydraulic parts that will need to be integrated into the rig.

    Now check how well the sphere system works in Character Creator and let’s see just how useful it can be to incorporate the hydraulic tubes. These tubes have polygons at the top and bottom. In this way, the lower polygons can bind to the hips and the upper polygons can bind to the chest. When the character moves, it gives the impression of the hydraulic tubes sliding to smoothly expand and contract. This method was used in practical production for my upcoming video game The Evil Furry on Steam.

    In this version, I wanted the robot to be more friendly, so I added light bulbs on the sides of the spheres that can move independently. I also added two antennae with spring effects to make the head more dynamic.

    Facial expressions on a deadpan robot

    I also wanted this robot to possess facial expressions and the ability to talk, despite it being a rigid robot. It occurred to me that the way to do this is to use a base character in Character Creator with all the expressions and lip-sync systems already set up with what the program has to offer.

    To have all these features, I needed to work off of the base character and add the rest of the armor as clothes . It is a slower process, but it’s worth it for all the animations and expressions that the face has to offer.

    That is all! I hope you like the final result and that the tutorial has helped you.

    As a mascot, Oswald embodies the strength, passion, and determination of the SUNY Oswego community. He serves as a constant reminder of the school's commitment to excellence in both academics and athletics. Another reason Oswald is embraced by students, athletes, and fans is because of his ability to unite the community.

    Suny oswego sport mascot

    Whether it's cheering on the basketball team during a close game or rallying support during a tough season, Oswald has the power to bring people together. His infectious energy and enthusiastic spirit help to create an atmosphere of camaraderie and support at sporting events. Furthermore, Oswald plays a key role in promoting school pride and engagement. Students and alumni alike proudly wear the university's colors and cheer on their teams thanks to Oswald's influence. He inspires individuals to get involved and support their fellow students, fostering a sense of belonging and community on campus. In conclusion, Oswald the Great and Powerful Oz is a treasured figure at SUNY Oswego. He embodies the university's values, unites the community, and promotes school pride. Whether it's cheering on the sidelines or mingling with fans, Oswald is an integral part of the SUNY Oswego sports experience..

    Reviews for "Gameday Cheers: How the SUNY Oswego Sport Mascot Energizes the Crowd"

    1. John - 2 stars - I was not impressed with the Suny Oswego sport mascot. First of all, the costume looked outdated and unappealing. It seemed worn out and there were visible patches on it. Additionally, the mascot's movements were stiff and awkward, not at all energetic or engaging. It just felt like a person in a costume going through the motions. Overall, it was a disappointing experience and the mascot definitely needs some improvement.
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    3. Michael - 2 stars - The Suny Oswego sport mascot was a letdown. It lacked enthusiasm and energy. It felt like the person in the costume was just going through the motions, without really engaging with the crowd or adding any excitement to the game. The costume itself was also poorly designed, with no real creativity or uniqueness. Overall, the mascot was forgettable and didn't enhance the sporting experience in any meaningful way.
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    5. David - 2 stars - The Suny Oswego sport mascot failed to leave a lasting impression. From the moment it entered the stadium, it lacked the energy and enthusiasm that one expects from a mascot. The costume itself appeared worn out and in need of an update. The interactions with the crowd were minimal and lacked any real engagement. Overall, the mascot was forgettable and didn't contribute to the overall excitement of the sporting event.

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