Squetch - Rig
103 topics in this forum
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David/Mark, Here is the hand when first placed in an action: If I click on the on/off pose Animation Controls->Steves Hand Gizmo->Hands and Fingers repeatidly the pinky moves up and the next two fingers move down. After about a dozen clicks it looks like this: Any ideas? And what is the purpose of this pose? Thanks, Rusty
Last reply by itsjustme, -
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David, When I bend the arm at the elbow the wrist fan rotates... Before: After: Any ideas on this? Thanks, Rusty
Last reply by rusty, -
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OK, I've got the 5 finger biped rig installed and ready to be assigned. I need a reference for which bones to assign the cps to.....there's loads of them in the arms and legs which I assume are for the squash and stretch. Do I assign to them? I'm pretty sure there's a ready made character floating around, but I can't find a link.
Last reply by Eric2575, -
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I'm going through mtpeak2's tutorial on how to install the S-rig and have a slight problem. I placed one of the install bones and hid it as instructed. A couple of steps later, I wanted to move it just a bit more, unhid the bone per shift J and now have all bones visible. Is there a way to get back to the default bones only showing? Right now it looks like I'll have to pick each and every bone to hide them again - hundreds of bones???
Last reply by Eric2575, -
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Hi, Attached please find version 6 of the 'Compensates' spreadsheet updated to the latest release (yesterdays). This is only the version for bipeds -- the quad rigs I've never used so I don't do those yet. It is done in EXCEL 2002 SP3 (XP) but should open in any version. As a writer I know from experience that I can not proof my own work (just like you can't test your own code) but I've done my best. Fortunately its mostly just copy/paste from David's document. If you find any errors please let me know. Cheers, Rusty EXCEL Version ReSetCompensates006.zip HTML Version ReSetCompensates006.zip
Last reply by Dhar, -
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In general, the way I do CP weighting is this: * Before I start weighting I'll get the joint as close as I can using fan bones * I have a modeling window open to access the CP weights and next to it I have the model in an action to watch the effect of the weighting. I can grab the splines or CPs in the Action window (where the joint is rotated) and these are also selected in the modeling window were I'll right click on them and select 'Edit CP Weights' * I will only weight one side of the model then I'll use the MirrorBones plug-in to mirror my work to the other side * In most cases, in the CP Weighting dialog box I can make an adjustment and click o…
Last reply by johnl3d, -
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David, The Shoulder Fan Geom bone moves just like the Shoulder Geom bone. Isn't suppose to move only 50% of it? Rusty
Last reply by itsjustme, -
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David, Regarding the following instruction: 4.15 If the elbows were modeled and rigged bent, set the negative side of the euler limits on the "right_forearm" and "left_forearm" in the Rig_Components/arm_constraints_folder/arm_constraints pose to the degree of bend so that the arm will be able to straighten without jumping away from the controller. In v11.1 and v12, model your character without bent arms and legs...there is a problem with euler constraints in those versions that was corrected in v13. If I have this: How would I adjust this? Thanks, Rusty
Last reply by itsjustme, -
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I assume the v13 version of the Squetch - Rig works with v14 models
Last reply by itsjustme, -
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Hi again! :-) I will be starting on weighting the arms later this afternoon -- have to brave the 105 degree temperature outside for a haircut and other errands first. However I noticed this strange thing and know its a problem I will have to deal with. I know of no reason why, before cp weighting and smartskin, that bending the lower arm at the elbow would morph or change the upper arm in any way. Assigning the CPs in the arm is fairly straight forward, don't think I have that too much wrong. Can someone tell me what I'm seeing here: The upper arm gets skinny and this morph seems to move upward. Thanks, Rusty
Last reply by rusty, -
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Hi, Attempting to determine the exact purpose of the right/left_shoulder_fan_geom bone I watched the way it moved in an action. I expected to see it rotate 50% of the right/left_shoulder_geom bone but it moves exactly like it. When or why would you assign a CP to it instead of the right/left_shoulder_geom bone? Thanks, Rusty
Last reply by rusty, -
Hi All! And thanks in advance to anyone taking the trouble to read this. I've been applying the squetch rig to a head. The process went simply enough. I decided to go with bones for poses rather than muscle and the job is nearly complete, everything works OK apart from some minor glitches that I can fix, but I seem to have acquired a hair lip(see picture) when the model is used in an action. The normal mesh is distorted in an action to produce a slight up curling on the left lip. I have reset all(I think) compensates, but I think I may have done one two many. Can anyone suggest where to look? Chris
Last reply by itsjustme, -
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David, There is an issue with the ‘resetting compensates’ document – nothing that serious perhaps but for us newbes enough to trip us up. As we new Squetch wantabes wade into the ‘resetting compensates’ document our first instruction is: “1. Turn off the following Poses (if they aren't already turned off): . After 50 some odd steps we come to the last step which says: “Now, you can turn back on all of the Poses that were turned off during this process.” Here we groan because we don’t know what poses we turned off so we go back over all the steps looking for “poses we turned off”. I think all of them are in step 1 but we don’t know that until…
Last reply by itsjustme, -
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David, I've completed the install of the latest posable rig and assigned CPs but when I place my model in an action the leg bones are different from the 'Sam' model in an action. Also, if I pull down on the center null Sam's legs bend as I'd expect but my model just moves downward: Any Idea what's going on? Thanks, Rusty
Last reply by rusty, -
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David, In the new version of Reset Compensates instructions you have "Turn off"... steady_right/left_shoulder. Did you mean set this pose from 50% to 0%? Thanks, Rusty
Last reply by itsjustme, -
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David, This most likely a compensate but I can't find which one. Perhaps I doing one of the steps wrong... over and over again. But maybe its a bug. If it is a compensate, perhaps this time do not fix it for me but rather just tell me which compensate it is and let me fix it... this way I'll see why I keep missing it and can not seem to find it. The shoulder bone slants up but in an action it does not slant up enough causing the arm bones to be lower. The password is the same as before. Thanks! Rusty
Last reply by rusty, -
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David, I had exported the model, ran the install plug-in, reset the compensates and assigned the CPs. Then I decided I didn't like the placement of the shoulder and arm geometry bones... so I moved them all around. Now I wonder if maybe it is not that simple. I have backups ever way from Tuesday and can fall back to any point. Do I need to go back to the action poses (Posable install) and correct it there and then carry forward again? Thanks, Rusty
Last reply by rusty, -
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David, In the "Animation_Controls/Leg_Controls/right_knee_orient_like_foot_IK" pose, reset the compensates when the pose is at 100% and 0%. Regarding the above, no matter what I do the Y and Z offsets change as the pose is moved between 0% and 100%. I've copied/pasted these values from the 100% position to the 0%... even pasted them at 50%. Does this matter? If so, any suggestions? Could it be the interpolation? Thanks! Rusty
Last reply by itsjustme, -
- 4 replies
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Hi, I thought that after you went through all the steps of the posable install, exported the model from the action and ran the install plug-in on it, if you put the model into an action you'd see the control bones. I'm not seeing any bones in an action. Is something wrong or does some other step cause the control bones to appear (and if so, what step?)? Thanks, Rusty
Last reply by rusty, -
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I need some smartskining on the ankle/knee/thigh/mid rift/stomach areas. Which bones can I put it on?
Last reply by mtpeak2, -
- 2 replies
- 528 views
Nooo! I've installed the rig and have a good bit of cp assignment done and now I discover the thumbs are rotating the wrong way. Help! Is it possible to alter them now? Just rotating the thumb bones in the PWS doesn't seem to do it. Thanks.
Last reply by KenH, -
- 5 replies
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Hi, I've been trying to mirror cp assignments using mirror_bones with limited success. Portions work but most fails: no cps assigned; endless loop of missing string and real time renderer errors. Is mirror_bones compatible with V14? Do you need to have weights on some of the CPs? I don't -- just trying to mirror CP assignments. Thanks for any help! Rusty
Last reply by rusty, -
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Hi everybody, thanks for joining in on this exercise. I'd like to start by thanking everyone involved in making this possible. David Simmons, Mark Strohbehn, the Hash team and everyone else who has contributed, Thanks. In the zip folder I will be posting, I provided a project file, an unboned model (JD), the five finger posable squetch installation rig, the "install rig" plug-in and David's text file for recompensating the rig. First thing you need to do is place the "install rig" plug-in in the hxt folder of the version of A:M you are using. (v13 or v14) You must, at least, use v13s or v14beta2 in order to use the posable rig. In each post, I will pos…
Last reply by mtpeak2, -
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Hi David, Tonight I started the CP assignments… perhaps not the best timing because I’m exhausted and my mind has turned to clay at this point. Anyway, I usually start this process in the area of the hips. The first thing I ran into here was a geometry bone I have not seen in any other rigs; stomach_IO_geom. In looking at what CPs are assigned to it in the v13_Squetchy_Sam_06_15_2007 model, what I see is a lot of weighting between it and other bones. The problem here is initially I need to just assign some CPs to it and not knowing what it does this is hard to do. Then eventually I’ll need to put it in an action and play with probably the control bones (or…
Last reply by itsjustme, -
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Hi David, Somehow we both missed the right leg -- I guess the arms distracted us because I went back and checked and it was there. I'm assuming you may still have the model or can re-download it. If not let me know. This could be user error but given that one leg is okay I'm thinking it is probably a bug. If it is user error -- some compensate done wrong or neglected, please let me know. I've been using my 'automated' reset compensates contraption and it may be a bug there (though I've looked and don't see it). Cheers, Rusty
Last reply by rusty, -
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David, I've opened this thread for questions on the instructions within resetting_all_compensates_06_15_2007.txt -- there's a lot there! Also, to help me track though it all I've copied and pasted the contents of this text file into an EXCEL file, scooting stuff around a bit and adding check boxes. The current version of this EXCEL file is here for anyone who wants it. I'll post any new versions here. First question: 1. Is this file for both the regular install and the 'Posable' install? Thanks! (And thanks for all the hard work you've done), Rusty
Last reply by mtpeak2, -
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I'd like to try the squench rig, however it seems I need something callled the "Squench Rig Plug In" - and every link I've seen to this plug in seems to be down. Any idea how I can currently download this item? Thanks.
Last reply by mtpeak2, -
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See here.
Last reply by rusty, -
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David, To resolve a problem I had with arm measurements and proportions I rolled the shoulders up when the arms were stretched stright out. I didn't need to do this and now its come back to haunt me. I future rigs I won't do this but I'm hoping that on the attached rig you'll know how to get the arms aligned. This rig has just been through the 'redo compensates'... BTW I posted a few questions under that thread. Hm... I don't want this model out and about before I use it... okay... feels weird to do this but I've put a password on the zip file which I'll PM to you. Sorry people... its nothing real great believe me! I just want the look under wraps for…
Last reply by itsjustme, -
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Well darn the Topic says it all: Is there a good model to use as a reference to how CPs should be assigned. I know most of this but in some places there are geometry bones whose specific use is unclear. Ideally the reference would use all those geometry bones stacked on top of each other or sticking out here and there. Thanks! Rusty Edit: Also something up to date -- some old examples I have are way different and so it looks like geometry bones have been added.
Last reply by rusty, -
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Hi! I wanted to see what version of the Squetch Rig (the posable one) I was working with in my model... I've been working on this for sometime due to interrupts and I certainly didn't remember what I had imported at the start. I wasn't sure if later versions had come out that I should upgrade to and what, if any, risk there might be* (I'm almost sure more then one version has been released). However, once the rig is imported into your model the name is lost and unless the rig's version and/or date has been placed somewhere to survive the 'import', so has this info. (* For example, if 8 versions have come out since the one I'm using, perhaps I should take a clo…
Last reply by rusty, -
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Hi! Because my character models are virtual actors who must ware many outfits, heads and bodies are separate. Also my heads are already rigged using an earlier version of the Squetch head rig and, for now, I will use this. So I need to chop off the Squetch rigs head. I've said all this before and the stuff below has been asked and discussed before but, before I start deleting I felt I needed one more check... This seems pretty straight forward. There's all the head bones, many under the 'FACE Interface_INSTALL_body_SQUETCH_base' bone and probably elsewhere. There's the relationships which seem to be nicely placed in separate areas; HEAD/NECK, Face_underlyin…
Last reply by itsjustme, -
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The title says it all really. I just wondered if there has been any advancements which make the re-compensating stage avoidable? I haven't got past that stage yet. Cheers.
Last reply by itsjustme, -
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okay guys i been trying to wrap my head around this whole squesh rig and in turn the instal rig feature and was coming up with some issues. I've looked through the boards and could not find a defined answer. I am primarily an animator so rigging is only a means to an end to me. I am unclear as to why the installrig is used. Is it just a to be considered a short cut(if so I don't see how cause you still have to assign bones and poses after the fact) or is this how bone rigs are made(i.e. the 2001 skeleton rig, which i have been using from the start(ver9)). To bottom line everything.... after I move all those install bones into position and wizard installrig,…
Last reply by paradymx, -
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Hi, After many trials and tribulations in other areas I'm once again back to installing the Squetch Rig (the posable version). After I go through all the steps and export the action to a model and read the model back in and do more stuff and finally run the plug-in (deep breath)... I assume I'm left with the geometry bones which I assign the mesh to and then weight and test and tweak and so on. I also know there is a whole bunch of stuff needed for the face rig but... for now I'm using my own face rig (which is very close to the same). My question concerns the 'control' bones you actually use to animate the model. Somehow the geometry bones get hidden…
Last reply by itsjustme, -
Translate the white shoulder install bones on the Y and X axis. (front view) Z translation not needed. Hide white shoulder install bones.
Last reply by mtpeak2, -
Scale red hand install bones to the tips of the fingers. (top view)
Last reply by steve392, -
- 2 replies
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Mark and/or David! The process we discussed to update existing rigs with newly released rigs (i.e allowing the action to simply position the newly released rig and using a plug-in {its name escapes me right now} to redo the cp assignments and weights and even dealing with smart skin {which I don't fully understand yet}... ...give the updates done on the latest release, does all this still seem possible and plausible? Thanks! Rusty
Last reply by itsjustme, -
This is an easy step. (all side views) Translate the head install bone on the Y and Z axis to the base of the head. Scale head install bone to the top of the head. Translate the neck install bone on the Y and Z axis to the base of the neck. Translate the chest install bone on the Y and Z axis to the base of the chest. Translate the mid section install bone on the Y and Z axis to the start of the waist.
Last reply by mtpeak2, -
- 4 replies
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I'm still working on assigning all of the CPs and figuring out how things work with the Squetch rig. So far, so good. The hand controls are really great. The only downside is that I'm realizing that all the rigging I did on my first character is going to have been for nothing, since I'll want to re-rig him with this! One thing, though... I've looked around and did a quick search on the forums, but haven't found a way to hide the FACE controls and they are showing up in renders. Can I translate the whole thing back up out of view (when I'm not using it) or is there something right in front of my face (that hides all that stuff right in front of my character'…
Last reply by largento, -
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Well it's a little early to release, but had a request to post it. The issues I had with this method will be in the next release of v13 (monday). V14 alpha 6 has the fix for the roll issue on export and importing model with materials, but a new issue has cropped up, images for decals do not import (decal and stamp are intact). This can be worked around by opening the model first bringing in the images into the project, then import the model into the installation rig. You will need the install rig plug-in, there is a copy in the zip folder I posted. Just drag and drop it in the hxt folder of the version of AM you are using (v13 or v14) This version contains the …
Last reply by HomeSlice, -
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Translate the white leg install bones on the X axis and the Y axis. (front view)
Last reply by mtpeak2, -
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- 42 replies
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For those of you interested, I will be setting up a project with a model and the posable squetch rig. Together we will install the rig in the model provided. I will post the project in this thread. For each step of the process I will start a new thread, to make it easier to follow and for you to post questions that have to do with that particular step. I have selected a model, but I am waiting for permission to use it from the creator. As soon as I here from him, I will post the project.
Last reply by mtpeak2, -
- 6 replies
- 569 views
I've been trying to rig my model with the squetch rig I got all bones postioned assigned cp's but the face interface isn't constrained to the model. What did I do wrong? I'm using v13_four_finger_squetchrig_3_1_2007_installation not the new posable one
Last reply by itsjustme, -
- 12 replies
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The Tutorials Forum is proud to announce the first in a series of tutorials by David Simmons on Rigging a Character with the new Squetch Rig. For now the tutorial is available only in MOV format. Downloadable in a 40.6MB Zip file: Squetch Rig Installation (Part I) by David Simmons They are H.264 encoded, so, they require Quicktime 7. Other formats will follow. There is an ongoing discussion on the Squetch Rig in the Rigging and Relationships forum. There you will also find the plugin and all files used with the tutorials. Thanks to David for taking the time to put these tutorials together. Thanks also to all who have put t…
Last reply by Josef, -
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I just got a chance to watch the Expressions Tech Talk (124 MB download) and this is something I used to try my hand at it. Not a conventional rig, but fun to mess with. If you need an extremely squetchy character something like this could be useful. Just move the visible nulls around in an Action to get a feel for it.
Last reply by itsjustme, -
- 1 follower
- 12 replies
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I thought I'd start a thread for the action install for the squetch rig. This is just for bone placement in your model. You will have to still assign cps and weight your model and recompensate poses (hopefully not for long, thanks to rickh). I'm going to do a test install and have David do a test run as well. I should have it posted sometime this weekend (hopefully today).
Last reply by mtpeak2, -
- 4 replies
- 794 views
I've got the squetch rig and have it in position and ready. In itsjustme's tutorial there is a plugin out there designed to allow you to install it...only problem I haven't been able to find it. I've searchrf the forums, checked .svn, nothing. Can someone point me in the right direction?
Last reply by cribbidaj, -
- 8 replies
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Presenting Part IV in the Squetch Rig Installation tutorial series by David Simmons. If you have not yet reviewed Parts I through III please download and view those first. Squetch Rig Installation (Part I) Squetch Rig Installation (Part II) Squetch Rig Installation (Part III) Now on to Part IV! Here David tests his installation of the Face Rig, Hand Gizmo and other elements of the Squetch Rig. Among other things he explains why the order of poses might be important to you. He demonstrates useful ways to optimize the rig and covers steps to perfect your rig's Forward and Inverse Kinematic constraints. Don't miss the information at the…
Last reply by steve392, -
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Does any one have a squetch rigged character they are willing for some one like me to look at? I am struggling with the installation and weighting of the cps. Not to mention the assigning of the cp to the bones as well. I have two characters I need to get rigged and would really like to use the squetch rig on them as well. I have pestered David to death already. Steve
Last reply by Shelton,