2008 - Rig
57 topics in this forum
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- 1 follower
- 155 replies
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Well, here it is, finally. Sorry about the large file size. I had 2 versions of the instructions, but I settled for just the PDF, the other added another 7megs to the zip file. I hope I was thorough enough and clear enough with the instructions, I'm sure you'll let me know if I wasn't. It's not the best of instructions, but should do the job. As I've said before, I'm not very good at this sort of thing. So, if you have any problems with the installation process, let me know. Here the link to the MirrorBones plugin. http://www.sgross.com/plugins/ [EDIT] Updated relationships and added installation notes. To fix a model that has the previous version …
Last reply by Gerry, -
The 2001 Rig is currently the default rig for use with Animation:Master. There is a lot of information on the rig available to help understand the principles of rigging and to study for those times you may prefer to roll your own solution. References: Introduction to the 2001 Rig Setting It Up for the First Time Preparing The Rig for your animation style with drag on poses. Applying the 2001 Rig to Your Models The different animation controls of the setup Adapting the Rig to your models Certain things you can do to place the 2001 setup on your mesh. How the System Works Constraints that make the system behave properly Note: You will have…
Last reply by HomeSlice, -
- 3 followers
- 309 replies
- 25.3k views
I spent some time upgrading the 2001 rig. I've updated and added quite a few things. Unfortunately, it's not compatible with existing actions. It's also a v13 or better featured model. Added IK spine with switches Added fan bones Updated the IK Arms and IK Legs setup poses to be true FK/IK switches and separated them into left and right poses. (Arms still have a slight twitch though) Updated the steady pose, broke it into left/right arms, head, chest and hips. It's now separate switches instead of a percentage pose Added left/right knee follow foot percentage poses I have plans for the hands, but haven't done anything with them yet. There's still alot to…
Last reply by steve392, -
- 53 replies
- 4.9k views
Doese anyone have an idea how to find the problem with the waiting,this is what I get when I click the mirror bones ,any help would be exstreamly welcome ,as its so near yet so far
Last reply by steve392, -
- 2 followers
- 32 replies
- 4.2k views
Here's a few test of integrating BVH into the 2008 rig. The setup uses BVH files from TrueBones. Thom_BVH.mov Franky_BVH.mov
Last reply by mulls, -
- 1 follower
- 34 replies
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I've been looking into converting BVH files into actions. It's really not that difficult, so I'm hoping I'll be able to build up quite the collection. I've been using BVHacker to to modify the the BVH files for cycles. Then baking the action with the motion capture sequence and deleting all unnecessary bones from it. Once I have a handful of actions, I'll start posting them here on the forum. Here's a test of a run action. run_cycle.mov
Last reply by mtpeak2, -
Is there a full rigged JD ( Jeffrey/Mark ) available for download? I love this character and I would like to use him in some animations... if not, I intend to do it.... thanks
Last reply by mtpeak2, -
- 21 replies
- 2.6k views
Can I make it compatible?
Last reply by itsjustme, -
- 1 follower
- 18 replies
- 2.6k views
I finally continued some work on the face rig. I've made some adjustments to the expressions and added a few. I still have more things to do. Here's a test render I did to check the rig and weighting. It's not much of an animation, just a few poses. The animation was done using one controller. face_test.mov
Last reply by jakerupert, -
- 14 replies
- 2.1k views
Hello everyone, I finally posted the 2008 Rig Install video that I made while I helped thejobe install the A:M 2008 rig into his elf model. You can watch the video at my web site. If any of you were looking forward to seeing it I am sorry for the delay. This is a long one at about 3 1/2 hours and I have yet to cut it down into smaller videos for those of you who may only want to check out certain sections of the process. Here is a index listing that you can use to jump around the video in the meantime: 00:00 Opening 00:30 Introduction 11:18 Instructions Overview 16:30 Spine Install 37:10 Leg Install 1:1…
Last reply by Dpendleton77, -
- 10 replies
- 2k views
Ok, System Specs: Animation Master 14c (Win XP) Latest "Mirror Bones" Plugin for 14c Latest 2008 Rig ------------------ I like the 2008 Rig a lot (I think its the cat's meow really) but, after following the instructions, I am having trouble getting one function of the rig to work properly once I rig a character and I need a bit of help. Specifically, I'm having trouble getting IK legs area to work correctly with the 2008 Rig. When I move the IK Foot control away from or the leg, the foot always "snaps" away from the IK Foot control once the control is just beyond contact. It also "snaps" to the IK Foot control when I bring the control close enou…
Last reply by mtpeak2, -
spine curve
by TNT- 1 follower
- 22 replies
- 2k views
I am having trouble figuring out how to weight CP's and/or add fan bones to make the spine curve and twist properly. I want to sqaush teh stomach more than I stretch the back and not compress the breasts vertically. I'm sure this is possible with the 2008 rig but I need some direction please.
Last reply by TNT, -
- 1 follower
- 17 replies
- 2k views
Mark With all the topics on the rig just wanted to make sure I d/l the current version. Also, there were several topics on the face rig. Was that used from squetch rig? Or was that something you created? Thanks for your help. Steve
Last reply by mtpeak2, -
- 21 replies
- 2k views
I'm using the v.13 2008 rig and am getting confusing results in an action when trying to copy/paste mirrored keyframes to create a walk cycle. Running latest version of A:M on Mac 10.4.11. I've tried everything I can think of, including pasting every bone singularly instead of using the bone tree or model tabs. The body control and chest control nulls create body distortions. Any idea what I'm running into and why?
Last reply by cribbidaj, -
- 15 replies
- 1.8k views
Hi Mark, This is what I have got so far: CP asignment still needs some corrections in hand and foot and especially in the shoulder. (Maybe you can tell me to which spline ring I should best attach the shoulder fanbone? ) Also there are resulting some unassigned cps at the left side and some showing bones in the left leg and a strange thing with the footcontroller. -Is this due to the problem with the mirrorbones-plugin? - Maybe I shouldnt have moved the right foot controller null to the middle of the right foot in the front view before installing? Also I wanted to add some bones for the "headtail" with dynamic constraint. These bones stra…
Last reply by jakerupert, -
- 12 replies
- 1.8k views
Hi I am trying to rig a character I made. I think I have done everything right. I have not finished the cp weighting but I wanted to play around with what I had so far. Once I use the mirrorbone plugin I notice there are some targets and serveral bones missing. I am hoping someone could help. I also would like some help on bone placement and modeling. I have uploaded the model and the version of the 2008 rig I am using. Thanks ol_man1.mdl AMv13_2008_Rig_INSTALLER_update10.mdl
Last reply by jirard, -
- 12 replies
- 1.7k views
Maybe I missed the information, does 2008 rig install as simply as 2001, just by scaling geometry bones? And, I tried to find out what in the rig gives you that great FKIK seemless switch? How do you implemant that? I use that all the time with the Squetch rig, it makes animation so much easier. Michel
Last reply by mtpeak2, -
- 19 replies
- 1.7k views
MouseMan, I'm so sorry - Darn it!, could you repost, in my morning stooper I accidentally killed your post. So sorry, Mike Fitz www.3dartz.com
Last reply by mouseman, -
- 20 replies
- 1.7k views
1.) The Ik arms and legs are already set up, but to have arms and legs that are not "attached to parent" while still having IK setups, do I need an extra set of arm and leg bones? 2.) How would I set up a heel bone so that I can rotate the heel up or down while the toes remain in place? 3.) Do I need all of the setup relationships (like basic setup, steady, balance, balance rigid, right hand lock, and left hand lock) that are already on the rig? Thanks
Last reply by adamP, -
- 2 replies
- 1.6k views
Does '2008 - Rig' work in latest version of A:M? If so, where is the best place to learn about the rig? Thanks, Rusty
Last reply by largento, -
- 9 replies
- 1.5k views
I've got Bucky Bugg nearly done. But the Foot Controls don't move the feet in the Action Window. Someone posited that I don't have the LegIK turned on. I'm sure this is somewhere in the Pose Window, but can't find it. Can someone point it out? Second, could someone just take an over-all glance at the 2001 Rig installation, and tell me if I've missed anything else? Thanks much. BUCKY_BUGG__.zip_.zip
Last reply by Kelley, -
- 2 replies
- 1.5k views
I wasn't entirely happy with my last go around with rigging my Papa Bear model so I decided to go back and have another go with it. At the same time I re-worked some splines in order to try and make it easier to control joint issues. Starting with a fresh model file, I applied the 2008 rig, followed the instructions all the way up to cp weighting, and ran into some weirdness. On the right leg, I am experiencing issues with the Right_Thigh_Geom bone. When the leg is moved (in an action) to an extreme down position then thigh bone spins 180 degrees and twisting the mesh in all sorts of ugly ways. If I slide the foot forward just the littlest bit the same thing happens. …
Last reply by fae_alba, -
- 6 replies
- 1.5k views
Hey Hash-folk! Well, I know I should be using the Squetch rig, but I just wanted to get this done (rigging is by far my LEAST favorite part of the process). Okay, so I'm ready to rig the hands...but I'm not sure where to start! Okay, obviously I need to line the fingers up first...but then what? What bones to I assign where? And once I get them assigned how to I animate them? I've tried a few things but I'm stumped... Here are some pictures: Oh yes, and I'll be donating the model as soon as I'm done Lee
Last reply by 3DArtZ, -
In the 2001 rig what is the shoulder bone's doing ,there is no cp's asigned to it and I was wandering how do you get the arm/shoulder to work properly .I would like to try fan bones in the shoulders ,elbows and knees ,is this a feasable way to go ?.I thought this rig would be easier to learn as I'm lost on the sqoash rig lol
Last reply by UNGLAUBLICHUSA, -
- 8 replies
- 1.5k views
I'm going through installing the 2008 rig and it's going very well, but at one point I did something and I wonder if it will cause problems and if so what I should look for. On page 70 where it goes "Plug ins>Wizards>Install Rig..." when I did that, my "Install Rig" doesn't have an ellipsis, and when I clicked Install Rig nothing happened. So I clicked it again. Still nothing, so I've been proceeding to do cp weighting and it's going fine, but did I plant a time bomb for myself later by clicking it twice? Is something supposed to happen when you click "Install Rig"?
Last reply by Gerry, -
- 7 replies
- 1.4k views
Hi, Can someone point the way to enabling the Neck and Finger bones for the 2008 Rig? I can see them in Bones Mode, but they're not there in an Action. Thanks
Last reply by AMSpector, -
Mark I want to use bvh files with the 2008 rig ,can you give me some info on wich bones are needed ,I can't see most of the geom bones when in an action ,is that what I need to constrain to or do I use the controler bones, thank's for any help Steve
Last reply by steve392, -
- 14 replies
- 1.4k views
I'm just messing around with a character that has a 2001 rig. I'm having him drop in, and jumping up. I started with IK off and keyed the IK to on so he wouldn't go through the floor. But no matter how I try, the legs end up twisted. Any ideas?
Last reply by SplineSoup, -
- 8 replies
- 1.4k views
Mark would it be posible toadapt the hand gizmo or something like it for the toese.Just a thought ,it would be a good way to use them
Last reply by steve392, -
- 4 replies
- 1.3k views
I got V17 today and, while a render was going through, took the opportunity use it to revisit the rig installation and CP weighting on a figure. Have used the rig and installation guide before with relative ease however, this time, the fan bones don't seem to have installed correctly. Has anyone else had this problem and, if so, how did you fix it? This is a screen shot with the bones in extreme positions but, as you can see, the fan bones have not moved with the regular geometry. regards simon OSX, V17.
Last reply by Simon Edmondson, -
- 9 replies
- 1.3k views
I'm installing the 2008 rig in a model and have it all weighted and ready. However, when I actually mirror it, none of the relationships/constraints seem to be coming along for the ride. IK legs, hand controls, nothing. I tried using the "MirrorConstraints" plug as well, but that just messes with it. I've followed the instructional PDF included with the 2008 rig. Thanks! (I moved the foot controller in the picture to show that the leg's not following it, it wasn't there on its own.)
Last reply by Meowx, -
- 2 replies
- 1.3k views
I've got two characters (at least) to rig for my upcoming project. One is my old pal Knuckles McGurke whom I got right up to the point of rigging some time ago and never did. (Rigging has always intimidated me.) The other character is one that started as a reworked head from one of the Extra's DVD models. Neither one was CFA'd. I really want to use the 2008 rig for these characters and as I began to start I noticed on the first page of the instruction PDF that one of the requirements was a symmetrical (CFA) model. Is it possible to install the rig in a non symmetrical model and make whatever adjustments neccessary, by reassigning cp's? Thanks.
Last reply by MJL, -
- 4 replies
- 1.3k views
I am, at long last, trying to install a 'real' rig. I have, in the past, limped along with a home-grown collection of Bones that allowed me to pose characters and even make some actions. These home-grown varieties are what I had always imagined Bones to be before I ever got a program that actually had the capability. They look much like a human skeleton without, of course, things like Balance Base Rigid, Foot Targets, Balance Point Rigid, etc. Would someone be kind enough to look over the 2001 installation I've done on this model? First, the Foot Targets drift away from the mesh when grabbed by the cursor. I'm told, [via a thread in WIP] that the Leg/Foot IK is…
Last reply by robcat2075, -
Hi Mark. I was studing walk cycle and I noticed that the foot need 2 IK bases. In the heel when it touchs the ground (standing in front) and in the toe before lifting from the ground (standing behind) . Is there a way to change IK between heel/toe ? Am I clear ?
Last reply by Xtaz, -
- 8 replies
- 1.3k views
So I'm a bit confused. As some of you may know I'm using this rig as the "base" for my rag doll set up. I need to add a single basically "simple" pose to this rig. This pose has constraints only on geometry bones. To work properly in the set up the rig also needs to have all the rig "controls" turned off, IK legs, Spine, etc etc. Basically only the basic poses should be turned on for things like fan bones etc. What I did was to set these other poses the way I need them in my NEW pose. This makes it easier to turn the other stuff on and off while doing rag doll simulations. What confuses me are some "conflicts". For example I turn off IK legs and set "Rt knee follow f…
Last reply by heyvern, -
- 2 replies
- 1.3k views
Hi Mark, >Boy, this is a tough crowd. No comments, nothing to say? Is Ken, David and Nancy the only people interested in the rig? I'm starting to think I'm wasting my time. I had plans for face controls using expressions and an installation rig, but why bother. I don't need the rig, this was for the community to use, so with no interest, there's no reason to continue. So I try to answer you here. Until now I use TSM but I find your handmovies very impressive! So please continue your efforts! I think, what would be quite usefull for beginners, would be an rough overview somewhere about the pro and cons of the most used riggs like for inst…
Last reply by martin, -
- 5 replies
- 1.3k views
Hi I just rigged a character up with the 2001 skeleton- I'm in the process of rigging up the squetch on another... that thing is tough. Anyways, here's my problem: when I open up my character (2001 rig) in an action or a chor, his hand targets and elbow rotate are gone. I just can't find out how to get them there-- i'm new to rigging, so any basic answer would help. thanks!
Last reply by breakthelocke, -
- 5 replies
- 1.3k views
Well once again I find myself in the dread valley of "Rigging" and as always for me its not going so well. So any help would be most gratefully received! Every time I run the MirrorBones plugin installing the 2008 Rig, it duplicates the 'Neck_Geom' and 'Back2_Geom' bones in the spine. Effectively making the upper left half of the body controlled by a separate rig to the right side. The other problem I had earlier on when CP weighting, was that there seems to be no controls for curling the thumb? Shown here are the settings I used for the MirrorBones plugin and the bone hierarchy after running the plugin.
Last reply by markw, -
- 8 replies
- 1.3k views
Hello all, I'm having a problem with a model I recently rigged with the 2001 Skeleton. When I turn "IK leg setup" ON the feet turn in and point up. The legs also bend forward slightly (starting from the thigh) but the most visible problem are the feet. Can anyone tell me why and offer some input to resolve this. Thanks Curled_feet.mov
Last reply by KenH, -
- 6 replies
- 1.2k views
When I "Install Rig" the Hand Geometry Bone appears and points in what looks like the wrong direction. See attached files and image. Should I just ignore this and pretend it's all ok? priorinstallrig.mdl Zerohead_2008r_error.mdl
Last reply by pixelplucker, -
- 8 replies
- 1.2k views
Hey guys, Here's the issue. I'm using the 2001 Rig in one of my models. When I smart skin the biceps, forearms, and thighs they work fine (both with IK setups off or on.) However, when I smartskin the calves they only work with IK leg setup off. I think someone else may have had this problem. Can anyone tell me how to fix it? Thanks.
Last reply by mtpeak2, -
- 4 replies
- 1.2k views
I attempted to rig Lambrina over a few days. The end result has a bunch of problems. I'm not sure where it (or I) went wrong. I know some of the problems are probably my fault. I could have spent more time on assigning CPs to geometry bones and adjusting weighted CPs, but I wanted to see how it would turn out. I also might have fidgeted with some of the sizing of the fingers a little too much. Moving the legs and feet shows nothing that I couldn't fix up with assigning points to bones and setting CP weights given enough time. Seems to work pretty well. The chest is again something that seems okay except for stuff I have to fix with assigning points to bo…
Last reply by mouseman, -
- 5 replies
- 1.1k views
It appears that I only have one foot controller installed, and it moves both feet during translation. Is it possible that it is merely turned off somewhere? Or maybe t I left out a step in the instructions? I'm attaching a screenshot. I'm assuming user error first... Thanks.
Last reply by mtpeak2, -
- 4 replies
- 1.1k views
I decided to re-rig a model with the 2008 rig. I am pretty sure I placed the 'Balance INSTALL' bone completely wrong but since I don't use the balance pose at all I don't think it will matter. Unless that has something to do with my IK leg trouble. When I turn on IK legs the thigh bones turn out about 20 degrees or so. If it can't be easily fixed I can deal with it but I was hoping someone could tell me how to fix it or take a look at my model (I will e-mail it if you want to look at it).
Last reply by Hutch, -
Please hw can i make the bones of the legs visible in my 2003 AM rig. I need it to animate in the chor.
Last reply by jakerupert, -
- 1 reply
- 1.1k views
Trying to recreate the IK Leg setup of the 2008 Rig, but in the Leg Ik Relationship the Thigh Geom orient constraint to the Thigh Orient bone is not available in the pull down. Trying it in Thom 3, even though the constraint is there, once I delete it, again it becomes unavailable. Any ideas are very much appreciated, I am using V17 32bit. Thanks
Last reply by strato, -
- 3 replies
- 1.1k views
Hi mtpeak2 (Mark), I recently made a video of me installing the A:M 2008 Rig into one of the characters for a short that thejobe is working on. I'm going to make an introduction section to the video before I post it and I wanted to give you credit for the rig and the installation procedure. So... how do I pronounce your last name? I'd like to say your full name in the video but if your forum name here is preferable just let me know. Are there any other people that you would say I could credit in some way for the rig? One last thing, who modeled the Robby model that was included in the example model for the 2008 rig? In a previous post you me…
Last reply by largento, -
- 0 replies
- 1.1k views
These are modified 2001 Rigs that have the hand controls from the Squetch Rig...there is a five finger and four finger version in the ZIP file. To install, set up the 2001 Rig bones as you would normally, use translate mode, scale mode and rotate mode to move the red "right_hand_INSTALL" and "left_hand_INSTALL" bones so that they are in the same position and size as the "Right Hand" and "Left Hand" bones, position the hand bones as you would while installing them in the Squetch Rig (the process is shown in the installation videos that are linked to on the Wiki page), run the "InstallRig" plugin (included in the ZIP) and then assign CP Weighting. For the Squetch Rig…
Last reply by itsjustme, -
- 4 replies
- 1.1k views
I tried the new install rig with Shaggy. It seems to work ok. Thanks Mark, it's easy and fast to install, instructions are clear, and it's a Great Rig. Shaggy_2008.mdl Michel
Last reply by mouseman, -
- 6 replies
- 1.1k views
whats the easiest way to limit bone rotation. i see something about euler but not sure where or how to apply. am i to do it in smart skin mode?
Last reply by sir fen the usa,