Squetch - Rig
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Here's a pretty big update to the Squetch Rig. Thanks to Mark Skodacek and David Seymour for their help in getting the additions in this release. --------------------------------------------------------------------------------------------------------------------------------------------- Limb bowing has been added...the bicep/forearm/thigh/calf bones have the ability to bow using percentage poses in the "Animation_Controls/Arm_Controls" and "Animation_Controls/Leg_Controls" Pose folders. The limb bowing also added subdivisions of the biceps/forearms/thighs/calves...each is divided into four now. Which adds the ability to squetch each subdivision. The bicep …
Last reply by itsjustme, -
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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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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, -
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Hi, Can anyone offer any suggestions or an approach to weighting the CPs for the bicep/shoulder rotation (the arm lowing to the side and raising up)? This is the 'sleeve' which should be easier then the arm itself. I've got the shoulder. But I keep getting lost on the bicep (sleeve) and I'm in my 3rd day! Think about what you do: = Do you start with one horizontal (or one vertical) spline and work with that... = Do you start with one pair of bones and then work in others... = Do you start with aligning the CPs on the X axes then shoot for the Y... = Something else entirely?? Thanks! Rusty
Last reply by rusty, -
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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, -
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David or Mark... The thumb on my model does not point in the correct direction. The fix for the thumb problem shown below, for the Squetch rig anyway, seems to be a modeling one (and then the related geom bone adjustment). This is because there seems to be no way to rotate the thumb as indicated in the image. However it would save me time if I could find a 'quick and dirty' fix. I was thinking of a new pose that would rotate the thumb and I envisioned rotating the thumb geometry bones however, they won't rotate. Can you think of a way that I can do a 'quick and dirty' fix for this? Is there a bone I can use in a pose to rotate the thumb? On this …
Last reply by itsjustme, -
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I've been playing with making this rig to work without success. I've assignded all the CPs to the bones, both in my model and JD's but when starting an action the mode has no bones. I went back to the 2001 rig which functions as I learned with all the previons of AM. I also got the latest ver of AM thinking the problem maybe associated with AM's verion. What am I over looking?
Last reply by itsjustme, -
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Hi, Are the 8 steps Mark posted here still valid (the most up to date instructions) for installing the posable Squetch Rig? Thanks! Rusty
Last reply by rusty, -
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Ok. I have the rig installed in J.D., but now i need to know what to assign to what. WHy are there only fan bones for the wrists, elbows and knees, etc? Why not for the fingers and such. What do assign the bicep and shoulder fans too? What's CP Wieghting and what should I weight? WHat bones do I not assign geometry too? WOuldn't using CP Weighting auto assign all the bones some geometry? Thanks.
Last reply by Zaryin, -
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See here.
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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a few days ago i rigged a character with the squetch rig, first time since 2 years or so... a whole lot has changed, it´s so easy to install now, great job guys! i love it! but i must have something messed up, the "body squetch" slider doesn´t work. when i try to grab it, it just won´t move. also it´s kinda odd that when i move my character in a chor by moving single bones (not the model bone) and then drag the "whole body squetch" slider the character moves to the right or left when squetching because the pivot doesn´t follow the model. is that usual behavior? if so, how can i let my character walk and squetch it in a chor without shifting it to the sides or front …
Last reply by thefreshestever, -
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When deleting bones from a rig, it takes an awful long time because of the number of bones. When I click on a parent bone and hit delete, the child bones under it are not deleted, they just move up to where the parents used to be. Is there a control key that selects the parent bone and all the children underneath for deleting?
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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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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David Started on Cupid install. The face rig is not moving as I scale the base bone. V16rc1 Steve
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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david, i´m loosing my mind over this, maybe you can explain what happens... i´ve added some forearm and bicep bowing to my animation, and then the elbows start popping randomly. i´ve seen this before, it sometimes happens if at some point arm squetching is involved. and it is in this animation, but the popping occured not before adding the bow... now the funny thing is, when i remove the bowing, it still is there... test.mov
Last reply by thefreshestever, -
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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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My good , coming from the other rigs that Squetchrig really looks intimidating. To begin with, just played around a little with Squetchy Sam. But where do I activate the Osipian face controls? After some fiddeling around in the dark, I got them to show up somehow, but they remained dead? Any advice?
Last reply by steve392, -
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This shot is from a Brown Bag who make shorts. I was interested to see a face rig in their characters that looks not quite like the one we used for TWO: Rig
Last reply by 3DArtZ, -
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Well with a lot of David's help I've got my model all rigged and cp weighted using the squetch rig(the 9_8_07 version). I used the bones for the face as well. Now I'm trying to setup the FACE interface after viewing Marks tutorials it looks easy(using muscle mode that is). I'm not having much luck with the bones version. Are there specific "control" bones? I'm really having trouble trying to "copy keyframe" and "paste mirrored" I can get it to work if I select the bones but when I paste mirrored in the opposite pose it changes the slider value to 0%... any advice?
Last reply by Tunames, -
Face setup 2008 1 2 3
by KenH- 113 replies
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Hi David, I'm trying to get my head around the face setup. I've assigned all the cps to bones and roughly weighted them. I can see my characters' face move in the setup action you include in the rig folder. Now, I'm following the pdf to get the face nulls to drive the bones of the face. I've hit a wall at the first paragraph. I managed to find the poses mentioned here.....they're in a slightly different path location. What I don't get is what to do with the poses. Do I edit them? If I do, what bones am I supposed to move in each one? Thanks.
Last reply by mtpeak2, -
FINAL STEP 1 2
by mtpeak2- 59 replies
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Before exporting your model, Go to the "Animation Controls" pose folder>"FACE interface" pose folder, in the models user properties. Right click on the "FACE off/Joint Controls/Split Controls" pose and set it to "not set" and hit the spacebar to refresh the screen in the action window. This is very important.
Last reply by mtpeak2, -
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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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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, -
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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, -
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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Hash will be adopting a new rig for TWO, and eventually for TaoA:M. The name of the new rig is "Squetch" for squash and stretch. Squetch's primary author is David Simmons, with assistance from Mike Fitzgerald (COGS, FK/IK switch), David Rogers (heel/toe lift, control placement), and Mark Skodacek (rigger extraordinaire). Squetch's features include: 1) Stretch and squash using expressions. 2) Smooth joint movement using COGS, CP weighting, and Smart Skin. 3) Automatic FK/IK switch "force keyframe." 4) Heel/toe lift. 5) Hand/finger controls. 6) Face/mouth controls. The Squetch rig will go into Beta on Monday, October 24th.
Last reply by kuep, -
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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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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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i´m messin around a bit with my finally ready rigged character and test some extreme squetch-actions (that´s sooo much fun!), but just can´t figure out how to move the interface along with the face, screenshot and testrendering attached... please help!!! squetchtest.mov
Last reply by thefreshestever, -
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I'm scanning this forum and I can't figure out where to start and not be reading something that is out of date and superceded by something else.
Last reply by robcat2075, -
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I lowered the percentages of the right/left_bicep_flexing... in the model and then in the action... first a little then to 5 percent, then to zero... I didn't see any difference in the bicep's flexing. I'm I doing something wrong? Thanks for your help! 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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I've been all day working on finishing up the rig on my charactor, cp weighting mostly using an action window to check my progress. At one point I noticed the FACE interface geometry was showing. It doesn't turn off (scale down). What did I do wrong?.....David can you help?
Last reply by Tunames, -
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I'm working thru the directions that come withthe squetch rig... First question, when you say "reset the compensates", you really mean rightclick>"set to default", right? 0, 0, 0 ? Presuming that... when I complete the step at the end of "1": Is it normal for the head to be facing backwards at 100% and forward at 0%?
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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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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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 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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i hope someone can tell me how to fix that without having to start with the installation (that would mean i have to reset all the compensates a second time ) my chest controller is very small and positioned at the neck, and the arms dont move with the chestdirection as squetchy sam does.. i don´t remember making any mistakes during the installation process, i always checked twice before i moved any bone...hmm, guess i must have made one anyhow at some point, otherwise the chestcontroller wouldn´t be placed at the neck... i posted some screenshots to make things clearer... thanks ahead...
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, -
- 1 reply
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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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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, -
- 5 replies
- 777 views
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, -
- 3 replies
- 599 views
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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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, 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, -
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i just finishes mtpeaks step-by-step thread for the squetch rig posable installation wich is made unbelievable easy to understand, thanks for that... now my problem is after i finished the last step and auto-assigned my cps, everything looked fine in the modeling / bonesmode window... then i created a new action to test it, and the bones were placed different, the whole skeleton got bigger and deformed my character... i downloaded his latest version, called "Rig_Along_With_Me_Final_Update.zip" and replaced my install_rig.hxt file before i started. screenshots attached, anyone an idea what´s going on?
Last reply by thefreshestever,