Anzovin Products
This Forum Area is for questions/support on Anzovin Products including 'Weight Mover', 'The Setup Machine' and their Animation:Master training materials
266 topics in this forum
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- 1 reply
- 418 views
Hi all, I have a lady chara with a thight skirt in a different model. I plan put the same TSM2 riggpart into the skirt and constrain these bones to the acording bones in the bodymodel, so that it will move along with them. Is this an apropriate way to achieve this? and how can I make the TSM-riggs bones visible again to make the constraints from the skirts bones? Any advice would be highly apreciated... ;>) Jake
Last reply by luckbat, -
- 5 replies
- 797 views
Tried to rigg this batwing with TSM 2, but have no idea, how I will have to psition the mesh and how to weight the cps. Any ideas how to best do this? Jake
Last reply by kuep, -
- 14 replies
- 715 views
I'll be out of the office for medical reasons for a couple of weeks starting tomorrow. Raf and Morgan will be checking the forum regularly in my absence. Thanks, Steve Anzovin Studio
Last reply by reddynamite, -
- 2 replies
- 371 views
I'm just playing around with the Setup Machine rigs in the AM library, and was wondering if there was a way to match the pose of an arm or leg when sliding between IK and FK? The slider seems to move the arm or leg to the last set pose of the applicable FK or IK setup. Is there an easy way to position both sets to the exact same position, or is brute force required ... sliding back and forward making adjustments until they look the same. Perhaps I'm missing something obvious. Or is it really just a matter of choosing which to use for each scene and not blending between the two? Thanks Gerard
Last reply by Gerard, -
- 2 replies
- 356 views
All I get when trying to install and use WM on OsX.3.9 is kind of a linux executable file, and I just cannot use it... Do you know if it should work? If not, are there plans to update it? Thank you in advance, Gustavo Muñoz
Last reply by GusM, -
- 2 replies
- 286 views
Is there a way of getting TSM to flip the intermediate bones iv created for my joints, Only in the manual it says to make intermediates/fan bones before flipping. well iv done that but they arent flipped! Any help greatly appriciated - Nixie
Last reply by nixie, -
- 1 follower
- 2 replies
- 350 views
I have a situation where I have a rigged model without hands. Now I need to add hands and want to rig them. I assume I need to remove the rig and re-expose the geometry bones before I can add the new geometry and re-rig it. Anyone know how to easily remove the rig or an easy way to add a hand to an existing rig?
Last reply by fleebag, -
- 3 replies
- 436 views
We've gathered all our TSM2 and WeightMover products (both Mac and Windows) and put them on one CD, along with Raf's Animating with TSM2 video tutorials. $120 intro price. http://www.rafhashvideotapes.com/setupsuite.html Thanks, Steve Anzovin Studio
Last reply by nixie, -
Mac Femur
by Guest jandals- 4 replies
- 371 views
TSM Rigger is missing a beat... When I ask it to rig a leg, the aim at constraint for "1 right leg" and "1 left leg" is left at "none." The result is the picture below. The left side is the character model supplied with TSM2. On the right is a leg I built with Parts builder and then rigged. The upper bone in my leg does not bend as much as the lower and that messes with the geometry at the joint. I have installed the patch. Rhett TSM2-Mac
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- 7 replies
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The good news: As a happy new TSM2-for-Mac user, I'm eager to get started with the new toys. The bad news: After a year of using TSM1, my model meshes are majorly decked out: Fan bones, Smartskin, constraints, and CP weights like you wouldn't believe. Now, no one's forcing me to overhaul my models, of course. But I didn't buy TSM2 just to keep using my original rigs. I've been looking forward to this for almost a year. I know there's going to be a lot of re-assigning of CPs and re-creating of constraints. I can live with that. I'm just hoping to reduce the amount of lost work. Are there any clever ways I can integrate my existing (pre-rigged) TSM1 skeleton …
Last reply by Morgan, -
- 12 replies
- 763 views
We shipped out the first batch of Sam Buntrock's AM in Live Action CDs, and we're eager to hear any comments or critiques from those of you who've had a chance to view it. Let us know what you think! Steve Anzovin Studio
Last reply by nyahkitty, -
- 6 replies
- 365 views
Dear Mac folks: It's finally here--The Setup Machine 2 for Mac OS X. The same functionality as TSM2 for Windows, but in a package that runs natively on A:M v11.x and later for OS X. TSM2 OSX is available now for download, and we are taking orders at: http://www.rafhashvideotapes.com/setupmachine10.html (BTW, all versions of TSM and WeightMover are currently on sale-in fact, they are at the lowest prices we've ever offered.) Here's the basic info on TSM2 for OS X: The Setup Machine 2 for A:M installs a high-quality animation rig--the skeleton that allows control of a 3D character--into any character model created in Hash Inc.'s Animation:Master v11.x fo…
Last reply by GusM, -
- 2 replies
- 330 views
Hey, I have a simple question for curiosity's sake. Are there any plans to add smartskin capability to the WeightMover? What I mean is this - if the bone weights are interpolated linearly between neighboring points, it should be similar math/algorithm to transfer smartskin settings to neighbors from the same bones. The use for this would be to have the basic low-res envelope warped into exactly the desired shape (CP weights and fan bones get close, but I've had to use tricks to preserve volume), which would be transfered wholesale to the higher-resolution model. Let me know what you think/have thought on this question. It is more than alright to say that…
Last reply by OdinsEye2k, -
- 9 replies
- 352 views
Hello, Iv played with the animation guy rigged with tsm2 and have decided that it is a definate must buy for me. But Just before, I'd like to know a few things. I use AM on a pc and a mac because its a dual operating system piece of software, Do I get access to both versions of TSM? Does it come with instructions as to how it is used? Thanks in advance Regards - Nixie
Last reply by nixie, -
- 4 replies
- 351 views
I just purchased TSM (for Maya....give me a break i gotta learn it for school...I already have TSM for AM if that makes everyone feel better! )and got it with ground shipping but im a little confused. When i got to the menu to confirm the order, there was a download now button... I thought this was being sent to me?... I clicked download now and it downloaded TSM but im trying to install it and it doesnt seem to work. I dont understand exactly what i bought apparantly. What exactly is being shipped to me? and how do i go about setting TSM2 up? And is the version i downloaded the actual product or a trial version? Thanks, SeanC.
Last reply by anzovin, -
- 1 reply
- 238 views
The TSM2 manual says the foot bone roll handle must point forward, but the bone created by the builder wizard is pointing backward (actually down, but slightly backward because of the angle of the bone). Which one is correct? The wizard or the manual?
Last reply by Morgan, -
- 2 replies
- 368 views
TSM2 and Weightmover work great with v11 and I am trying to decide when to upgrade to v12. A big part of my decision is whether these two programs will work with the latest hash. Thanks for creating awesome software.
Last reply by jobusfest, -
- 35 replies
- 1.1k views
This question may have been answered already, but to save time in searching for it...are there any plans on making TSM2 for the Mac on OSX?
Last reply by anzovin, -
- 17 replies
- 603 views
I think I've seen demonstrations of turning a foot at the "ball" of the foot in characters rigged with TSM 1, but how do you do it? Turning the toe or heel control (which originate near the ball of the foot) just gets me a twisted foot.
Last reply by robcat2075, -
- 4 replies
- 685 views
This week, we will begin shipping a new tutorial CD-ROM, "Animating with The Setup Machine 2". http://www.rafhashvideotapes.com/anwitscd.html The disc is hosted by Raf Anzovin and covers animation techniques using Anzovin Studio's automated rigging tool, The Setup Machine. Raf covers the basics of the TSM process, then reveals secrets of such lesser-known TSM2 features as tail lag, squash and stretch, and the advanced hand. Then he moves into detailed demonstrations of animating various characters, including a four-armed ogre and an octopus. The longest section of the CD is an example of animating a character from start to finish, utilizing stretchy …
Last reply by anzovin, -
- 10 replies
- 505 views
Thinking of getting TSM2, but have a few questions... Is it worth it? Can I set up pose sliders for the fingers in addition to being able to roll the handles of the finger bones? If I feel that the pelvis and body bones in the control rig are too small, can I scale them larger in the model window? (will this mess anything up?) Can I put the heel IK control going straight back rather than having it diagonal? Thanks
Last reply by John Bigboote, -
- 1 reply
- 255 views
Hello, I just bought and downloaded TSM 2 and downloaded the current update. Now, do I: -Install the old version of TSM -Install the upgrade -Then install the update Or, do I: -Install the update only And do I need to uninstall the older version of TSM?
Last reply by Morgan, -
- 3 replies
- 309 views
In TSM2 the FK forearm and FK hand bones "grow" out of the elbow as the FK/IK slider is moved from 100% to 0% rather than simply appear regular size during the transition as in TSM 1. It would seem to make it impossible to match the FK pose to the IK Pose at the start or end of an FK/IK switch. It also introduces undesired motion as the geometry tries to track the shrinking FK bones in the middle of the switch. What is the intended advantage of this? edit: BTW, this behavior is different that what is described inthe online TSM2 manual which suggests the fuctionality will be the same as in TSM1: "When the slider gets to 100% it will blend the …
Last reply by Morgan, -
TSM Update
by Morgan- 0 replies
- 571 views
Note: This is not the latest update. Please check the pinned posts at the beginning of the Anzovin Products forum. The latest revision of TSM2 is available for download here: TSM 2.06 As always, you should close A:M before running this installer, and you'll need to use your TSM2 serial number to activate it. Fixes in this version: The FK/IK slider for the arms no longer scales the FK bones during transition. All sample characters have been updated with the correct FK/IK functionality. Note: It's relatively easy to fix the FK/IK switching on characters you've already rigged, which will allow you to avoid going back to your pre-rig version. In the Pr…
Last reply by Morgan, -
- 2 replies
- 286 views
This is a strange one. I've got a walk cycle of a TSM-1 rig that is somehow interfering with the normal operation of copy and paste. See for yourself using the included .prj file: If you load the project and open the "Walk cycle (corrupted)," you'll find that normal copy-paste functions don't seem to be working. For example, if you try to copy frame 0 and paste it into a new action using the same model, the arms collapse. If you try to do a paste-mirrored, the bones of the cloak receive mirrored keyframes, but they're not oriented properly. I'm pretty sure it's the walk cycle itself that's causing the problem and not the model, but honestly I have no idea w…
Last reply by luckbat, -
- 5 replies
- 357 views
Hi, Steve I read the following thread and I’m very interested. http://www.hash.com/forums/index.php?showtopic=13895 I know it's outdated but, there is an opportunity for novices in A:M like me, let us say to 5/31/05, or definitively it has expired! JB
Last reply by JosephB, -
- 1 reply
- 275 views
Hope someone can help. I'm having trouble with with "paste mirrored" in an action. I had it working a couple of times but now it won't work. Has anyone else had this problem? Is it possible that I accidentally disabled it some how, perhaps by inadvertently hitting a key? I even downloaded the latest version and that didn't help. I'm working with (Orang) version 11.0 Ed Doyle
Last reply by Morgan, -
- 4 replies
- 298 views
I'm trying to rig my tinman. The only bone I'm having trouble with is this highlighted one. It's normally the "pec bone". When the rigging has taken place and turned on, I can't move this bone at all. I want to bring the whole arm round to the side with it. What do I need to change to do this? If at all? Thanks.
Last reply by Morgan, -
- 1 follower
- 2 replies
- 257 views
Would it be possible in a future revision of TSM2 to copy the bone falloff properties as well as the bones themselves when you use TSM flipper?
Last reply by HomeSlice, -
- 1 reply
- 925 views
I need to rig a robot model. It's basically a biped, but from the hips to the neck needs to be one bone that rotates from the hips. How would I set this up? I tried scaling 1 spine bone and shrinking the others. It seemed to work but when I would rotates the torso, there was a popping motion.
Last reply by Morgan, -
- 1 follower
- 4 replies
- 457 views
Just a quick heads-up to those who were thinking about attending the animation demo I'm doing (mentioned in this thread). In addition to the "Animate a Face" CD set that will be given away as a door prize, I'll also have a small quantity with me to sell at a special meeting-only discount! The only way you can get this discount is to come to Saturday's meeting and buy the discs directly from me. Thanks to the fine folks at Anzovin Studio for making these available for the event!
Last reply by robcat2075, -
Shoes & TSM2
by Karl- 3 replies
- 299 views
Using TSM2 I'm trying to put a high heel shoe model on a separate human model in an Action... One problem I'm running into is that regardless of whether I use Translate To or Kinematic constraints with any of (for instance): 1 right foot IK control, or 1 right heel IK control, or 1 right foot IK tagger - when I'm subsequently working with actions or chors to do dancing/running/walking I find myself pulling the shoes off the feet because in the course of moving the legs around - it's VERY DIFFICULT (maybe impossible?) not to pull the bones around so they become displaced relative to the foot CP's (and of course the constrained shoe comes right along with and off the f…
Last reply by Karl, -
- 5 replies
- 468 views
We've still got quite a few Green Bundles--all our discs, with some green-tinted misprinted labels--so in honor of Earth Day (green-green--get it? OK, it's corny, but we do have way too many of these discs still around), we've lowered the price to $169. Get 'em before we throw 'em away and cause a mini-eco-catastrophe: http://www.rafhashvideotapes.com/grrenbundle.html Sale ends April 22. Steve Anzovin Studio
Last reply by anzovin, -
- 2 replies
- 282 views
Say you lost track of what version of TSM2 you have installed. Is there an easy way to find out?
Last reply by pdaley, -
- 4 replies
- 330 views
I just got weight mover and I can't seem to change the "transfer smoothing" or "Final Smoothing" values. I can't see it been done in the manual either. Also, does it work with TSM2 straight off or do you need to add intermediary bones to the pre-rig?
Last reply by KenH, -
TSM Update
by Morgan- 6 replies
- 631 views
This is not a current update. If you're looking for the latest version of TSM2, please go to the pinned thread at the top of the Anzovin Products forum. The latest revision of TSM2 is available for download here: TSM 2.04 You should close A:M before running this installer, and you'll need to use your TSM2 serial number to activate it. This version fixes a bug introduced in 2.03, in which the arm and leg systems were rigged incorrectly. Sorry about that, folks. As always, if you have any problems with TSM2, you can contact me through the forums, or email me directly: morgan [at] anzovin [dot] com.
Last reply by Mr. Jaqe, -
TSM Update
by Morgan- 0 replies
- 490 views
Note: This is not the current version of TSM2. To download the current version, look for the current "TSM Update" thread at the top of the first page of this forum. The latest revision of TSM2 is available for download here: TSM 2.05 Fixes: The advanced thumbs can be rigged at any angle The advanced toes and toe-thumbs can be added via PartsBuilder The FK neck rigs correctly The segments of a modular spine can be stretched You should close A:M before running this installer, and you'll need to use your TSM2 serial number to activate it. As always, if you have any problems with TSM2, you can contact me through the forums, or email me directly:…
Last reply by Morgan, -
- 1 follower
- 1 reply
- 249 views
Using TSM2 for my rigging. On my model I set a "hand clench" pose for each hand and tested them in an action, and they worked just fine. They are % poses. This is done on my pre-rigged model. Then I ran the rigger. When I turn on the TSM constraints, my hand clench no longer works. The pose slider is there but it just doesn't do anything. Any ideas?
Last reply by Dagooos, -
- 1 reply
- 255 views
I'm having some trouble with the right pinky for the advanced finger setup in TSM2. As soon as TSM rigs the hand, the tip of the right pinky(4 right advfinger4) is rotated 90 degrees but the control bone is pointed correctly. The left pinky appears to function correctly. Could you tell me which constraint controls 4 right advfinger 4 so I can go in and fix it? I'm pretty comfortable messing around in there. Thank you for providing the advanced finger steups. It is proving most valuable in the set of poses I've been doing. Is there a way to scale the root advfinger bones (for example, 4 right advfinger) along the Z axis without all the children bones scaling as …
Last reply by Morgan, -
- 1 reply
- 222 views
Hi, I'm using TSM2 and have a pose slider set up to curl each finger on the right hand. Now I'm trying to setup a CURL ALL FINGERS pose slider and can't get it to work.... I'm not sure of the following: 1. This should be possible, right? 2. Which Key Mode buttons should be active?
Last reply by Morgan, -
- 5 replies
- 417 views
Maybe a silly question i am thinking about buying tm2. i have tried some rigs and like ability to create rigs quickly. i was trying out the rig on a past test model and wondered about the shoulder shrug. how is this done? I made the shoulder bone visible but i cant move it. Who knows the answer?
Last reply by kuep, -
- 1 follower
- 2 replies
- 310 views
I modelled a hand with the thumb stretching along the same plane as the hand and fingers because I figured it would be easier to place bones that way. (The thumbnail points straignt back...mostly... instead of upward) I made the roll handles for the thumb bones 90 degrees so they would be along the same axis as the axis along which I want my thumb to bend. Now TSM2 rotates the tip of the thumb 90 degrees in the wrong direction. Its like TSM thinks the thumbnail is straight up. Then I tried it again ( with my non-rigged model) and made the roll handles 43 degrees and I'm getting the same results after rigging. Should I model my thumbs with the thumbnails facing upward inst…
Last reply by Morgan, -
- 1 follower
- 1 reply
- 278 views
What is the root bone of a TSM2 rig? Is it the body? Should I be able to move the whole rig with that? Also, when I moved my model up Y above the ground, the feet IK controls stay on the ground. Now I cannot move his feet around in the air. It seems like there is no easy way to move the whole rig around at once..am I missing something? Also, wasn't there an update to TSM2? I never downloaded this, is there a page for that? Thanks Tom
Last reply by Morgan, -
- 1 reply
- 215 views
I rigged using the TSM2 setup and have encountered some problems. 1. Paste Mirror keyframes turns my model inside out (well many of the controller bones just rotate 90 deg) 2. Make keyframe causes some controller bones to rotate all on their own. Anyway I have emailed a copy of the model to Morgan. Cheers
Last reply by Morgan, -
- 1 reply
- 221 views
I am having problems getting my Space Marine and his Boltgun set up using TSM 2. I am importing the boltgun as an action object rather than modelling the boltgun as part of the model (OR am I better off modelling the boltgun as part of the model and just have a separate model without the gun?) I have been constraining the Hand control bones (orient and translate - both with offsets) to their relevant position on the gun but that doesn't seem to work well. Should I constrain the actual Hand bones themselves rather than the control bone? There are just so many differenet ways to do this - I need help..... Cheers
Last reply by Raf Anzovin, -
- 3 replies
- 396 views
We still have lots of green misprinted discs, mainly of Justin Barrett's Animate a Face and Sam Buntrock's AM in Live Action. We'd like to get rid of those, so we've lowered the price of our New Releases bundle, which includes both 2-disc sets. You can save $35 off the original retail price. If you order, you may get a green disc in the pack. The printing is legible and the data is exactly the same--the disc just looks too green. http://www.rafhashvideotapes.com/newtibu.html There are still some Green Bundles left, too, with all our current titles for $199--the most comprehensive AM training package available: http://www.rafhashvideotapes.com/grre…
Last reply by anzovin, -
- 3 replies
- 234 views
Hi I have a character with three fingers and one thunb on each hand and I can't get the fingers to behave. I have checked all the geometry bones and they are all rolled correctly in the model but when I turn on TSM constraints in an Action they screw up. Rotating any finger's control bone causes the finger to roll rather than bend. I am fairy certain that I had all the geometry bones correctly rolled at Setup time but an element of doubt remains so I am considering rigging this model again. This will be the third attempt, I tried something different the first time, and I don't really want to have to do all that fan bone rigging and facial rigging again so I won…
Last reply by Paul Forwood, -
- 2 replies
- 231 views
I have a character (Space Marine) wearing a 'power claw' which means that this arm has no wrist joint. What is be best way to set him up with the basic rig? Just remove the forearm bone and link the hand directly to the bicep? Also, he is wearing chest armour that will not bend. Which spine bone should I assign all the CP's to? Spine5? Cheers
Last reply by higginsdj, -
- 1 follower
- 4 replies
- 296 views
I am running TSM Rigger on a character that I have just spent two days adding weighting and smartskin to. I get the following error: Circularity Found "1 right arm rotation isolator" shortcut to relationship1/ Orient like body this is during the "rigging in process" phase. What do I do?????
Last reply by zandoriastudios, -
- 2 replies
- 225 views
Hello, I have TSM2 and really like it, the only problem is I have an antena on the character. I used TSM to build the main biped skeleton then I clicked the head bone and added two more bones for the antena did cp weighting and then rigged the character using the rigger. I thought everthing was fine, I have been building reuseable actions for the last month and decided to have some fun and animate the character. Now everytime I try to blend or replace from one action to the other, the antena goes off into never neverland for 1 frame then reappears it disapears at the exact frame that the action stops and starts to transition to the next but reapears 1 frame later…
Last reply by spacefits,