Squetch - Rig
103 topics in this forum
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- 4 followers
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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, -
- 3 followers
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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, -
- 5 followers
- 104 replies
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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, -
Face setup 2008 1 2 3
by KenH- 113 replies
- 8k views
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, -
- 1 follower
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This step will require a little more detail. Go to muscle mode. Go to the JD model and open the groups folder>eyes folder and select the eyes group and hide the rest of the model. Go back to skeletal mode. Unhide eye install bones. Translate, rotate and scale eye install bones. (side view) Note: Setting the eyelid poses you will need the full mesh.
Last reply by Shelton, -
FINAL STEP 1 2
by mtpeak2- 59 replies
- 6.3k views
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, -
- 17 replies
- 6k views
In this post I will be adding videos showing how to animate with and install the Squetch Rig as I get them done. If anyone finds a problem with the tutorials, let me know. Inside each ZIP file, is an H.264 encoded 1280x720 MP4 video and a subtitle file (.SRT). Some of the video players able to use the subtitle files include (there are others, but I am familiar with these): Windows: KMPlayer GOM Media Player VLC UMPlayer Mac VLC UMPlayer Squetch_Rig_Animating_Neck_and_Head.zip Squetch_Rig_Animating_Torso.zip Squetch_Rig_Animating_Legs.zip Squetch_Rig_Animating_Hands.zip Squetch_Rig_Animating_Arms.zip
Last reply by cribbidaj, -
- 2 followers
- 20 replies
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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, -
- 2 followers
- 33 replies
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Presenting Part II in a series of tutorials on Squetch Rig Installation by David Simmons. If you have not yet reviewed Part I please download and view that first. Squetch Rig Installation (Part I) ...and now on to Part II: Join David Simmons and others as they discuss the fine points of bones, contraints, expressions and more in this series. Explore the new hand gizmo and setup FACE controls. Leverage the power of the Squetch Rig in your own character animation. Commentary and exploration is always encouraged. A thorough understanding of the Squetch Rig will have your characters performing in no time. Squetch Rig Installation (Part…
Last reply by mtpeak2, -
- 39 replies
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Thx David for PM ... I hadn't seen this last update.. I´ll post in this topic all my updates ( Which is better? Pictures or video? ) while I SQUETCH the Sullivan. Then the SQUETCH's masters can guide me in this task.
Last reply by itsjustme, -
- 35 replies
- 3.6k views
Presenting Part III in a series of tutorials on Squetch Rig Installation by David Simmons. A thorough understanding of the Squetch Rig will have your characters performing in no time. If you have not yet reviewed Parts I and II please download and view those first. Squetch Rig Installation (Part I) Squetch Rig Installation (Part II) ...and now on to Part III! In this tutorial David covers rigging the face and using the Installation Plugin programmed by Noel Pickering to install the rig. Squetch Rig Installation (Part III) with David Simmons (47.2MB Zip file) Presentations are in MOV format encoded with H.264 which requires Quicktime…
Last reply by steve392, -
- 9 replies
- 3.5k views
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, -
- 12 replies
- 3.5k views
Presenting Part V in the Squetch Rig Installation tutorial series by David Simmons. If you have not yet reviewed Parts I through IV please download and view those first. Squetch Rig Installation (Part I) Squetch Rig Installation (Part II) Squetch Rig Installation (Part III) Squetch Rig Installation (Part IV) Now on to Part V! Here David first refines the face, optimizing the bone setup, hiding the FACE Rig inside the head and testing the poses. He then goes on to demonstrate similar refinement of the feet, hands and fingers. Tip of the Day: Note how David modifies poses so that bones appear and disappear as you need them. When y…
Last reply by rbjohnsn, -
- 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, -
- 39 replies
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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, -
- 1 follower
- 28 replies
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I am not going to continue rigging my character with the older versions of the Squetch Rig due to the tremendous improvements achieved in the latest version. So, for testing purposes, I'm using Sam in this month's 11 Second Club to put the rig in a real animation project. First blocking stage Unbelievable.mov
Last reply by nimblepix, -
Open project and go to action. Make sure your project work space (PWS) is opened wide enough to see the installation poses. Scale "base_bone_install" to top of the head.
Last reply by mtpeak2, -
- 26 replies
- 2.6k views
Now that the new & improved squetch rig is nearing completion, I've been thinking (more like day dreaming really) of ways to make installing the rig as easy as possible, especially when it coms to CP assignments and weighting. My thought is to have some sort of standard when modeling the character. For example; to model a simple cartoon character like Sam, there need to be parameters of splineage that will facilitate the installation of the squetch rig. A forearm (for example) would have no more than 6 circular splines that correspond with the squetchrig's forearm bones, then, with a single Action (click & drop), the forearm CPs (and the rest of the model) ge…
Last reply by mtpeak2, -
- 37 replies
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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, -
- 2 followers
- 15 replies
- 2.5k views
Thanks to some help from Sebastian Pfeifer, I think the interface for the Squetch Rig tutorials is set. Some of the buttons have gray placeholder images for now and the video links go to the same dummy video so that it can be tested. I have tested this in Firefox 3.07 and Internet Explorer 8.06, so it will definitely work in those. Because of the non-standard way that different versions of Internet Explorer handle CSS, my guess is that it won't look right in any version prior to 8. I have to have a cut-off point somewhere, so, for IE, it's version 8...it will save me a lot of headaches. I've put the latest version of the interface in my online storage so that it …
Last reply by lomvuho, -
- 1 follower
- 21 replies
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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, -
- 5 replies
- 2.4k views
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, -
- 1 follower
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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, -
- 1 follower
- 22 replies
- 2.2k views
Translate the white leg install bones on the X axis and the Y axis. (front view)
Last reply by mtpeak2, -
- 31 replies
- 2.1k views
For anyone that uses the squetch rig, would this be of interest? I've been experimenting with adding a dynamic setup to the squetch rig. This setup is for the chest and stomach areas using the chest_IO_geom and the stomach_IO_geom bones. There will be an on/off pose to turn the dynamics on/off, a percentage slider for drag, and percentage slider for enforcement. These bones are mainly used for weighting, so depending on how you weight your model, you will get different results. Here's an example. dynamic_test.mov
Last reply by rusty, -
- 14 replies
- 2.1k views
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, -
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, -
- 16 replies
- 2k views
Is there a install video for the SQUETCH foot gizmo?
Last reply by DJBREIT, -
- 19 replies
- 2k views
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, -
- 13 replies
- 1.8k views
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, -
- 1 follower
- 12 replies
- 1.8k views
I would like to start using the new Squetchy Rig I've been hearing about. 1. Where do I down load it? 2. What version should I download 3. I'm using a Mac, does that matter? Thanks
Last reply by bighop, -
- 29 replies
- 1.8k views
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, -
- 1 follower
- 6 replies
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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, -
Scale red hand install bones to the tips of the fingers. (top view)
Last reply by steve392, -
- 4 replies
- 1.5k views
Hi, Before using the latest posable Squetch rig I wanted to see how the latest rig performed so I threw together some stuff to put Sam through the paces. Sam performed admirably. http://www.virtualmediastudios.com/SquetchStressTest001.wmv Cheers, Rusty
Last reply by rusty, -
- 8 replies
- 1.5k views
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, -
- 4 replies
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Hi, No matter what the rig – this time it’s the Squetch rig -- I’ve always had a problem with how I model the thumb. TS2 allowed you to rotate the thumb determining the way it would close in on the hand/fist so you could pretty much make it work correctly. Squetch doesn’t so… any suggestions? Should it be modeled even with the hand, angled down slightly or angled down a lot… and at what angle should you rotate the thumb. Looking at examples… existing models… some from TWO… their all different. The way the rig works must have something to do with how you model the thumb. So… any suggestions? Cheers, Rusty
Last reply by rusty, -
- 18 replies
- 1.5k views
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, -
- 5 replies
- 1.4k views
So I'm finally settling in and taking a very close look at the Squetch rig. I have a question and I'm not sure if it has been addressed before. There is a switch to set the legs to use Toe IK. I tried it out some and I think it is kind of neat... but I'm not entirely sure why I have that feeling. In what situations might an animator opt to switch a leg or legs to Toe IK control with the Squetch rig? I'm not much of an animator yet but I've found that I liked switching to it to quickly point the the leg from the toe when the actual position of the tip of the toe is important (conveniently bypassing the foot control altogether). After positioning the …
Last reply by itsjustme, -
- 10 replies
- 1.4k views
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, -
- 1 follower
- 12 replies
- 1.4k views
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, -
- 7 replies
- 1.3k views
hello @ all... i´m trying to rig a character with the latest version of the squetch rig with the help of the video-tutorial... almost everything worked as in the video until i installed the rig, the bones that were displayed then were totally different ones than in the video, and i just couldn´t figure out which to hide and unhide before auto-assigning them... on the legs for example i saw many little bones instead of the thigh and the calf bone as shown in the video... i know there´s no updated tutorial yet, but is there any chance to get the squetchrig-version (04_25_2006) used in the tutorial? i think it would be much easier for me if i could follow the tut step…
Last reply by itsjustme, -
- 16 replies
- 1.3k views
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, -
- 7 replies
- 1.3k views
Hi there, currently i am trying to get the squetch rigg implemented into my Livingstone Charakter. While doing that, i rely heavily on the cool tutorial videos. But, i came to a point, where my rigg (08_10_2007 rigg) behaves differently as it does in the video. I am currently positioning the right_tigh_INSTALL bone, and in the video, the right_calf_INSTALL bone seems to be connected and scale along with the thigh bone. While i am doing that in real life, it is not scaling along with the tigh. Am i missing here something? Thanks for hgelping me on this Heiner Sorry, i forgot to mention i am using V 13.0 t
Last reply by itsjustme, -
- 7 replies
- 1.3k views
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, -
Scale all squetch nulls to the desired size.
Last reply by Zaryin, -
- 8 replies
- 1.3k views
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, -
- 2 replies
- 1.3k views
i made a smartskin for the head_manual_control bone for smooth neck movement, but somehow it doesn´t seem to have any affect when i animate... screenshots attached... did i do the smartskin for the wrong bone? should i rather do it for one of the head geometry bones? then the question would be front or back? thanks ahead for the help...
Last reply by thefreshestever, -
- 1 follower
- 8 replies
- 1.2k views
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, -
- 4 replies
- 1.2k views
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,