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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- 11 replies
- 721 views
A quickie screenshot of the The Setup Machine Builder plug-in. TSM Builder lets you specify parameters, such as number of arms, for any body plan, then lays down the bones right in A:M. The TSM Flipper plug-in mirrors the bones and TSM Rigger does the constraints and controls. The Biped tab covers standard variations for humans and humanoids. Quadruped is for animals, Multiped is for bugs, centipedes, and other oddball body plans, and Parts constructs single parts so you can assemble them yourself into anything you can think of. <http://www.anzovin.com/TSM2/TSMBuilderscreenshot.gif> And here are some sample movies of new rig features. The …
Last reply by anzovin, -
I've got the latest version(1.04?) and it seems that the rigger doesn't ask you to save your unrigged model before it goes to work. Also, the result doesn't have "Rigged" in it's name anymore. Just a small thing but could be important to someone sometime.
Last reply by KenH, -
- 1 reply
- 228 views
Are there any tutorial on how to rig wings with TSM2?
Last reply by anzovin, -
- 4 replies
- 285 views
I can do this by hand but it seems like such a waste. Is there a way to mirror the fan bone constraints in my constraints pose form the RHS to the LHS of my model. Flipper adds the bones and Mirrorsplines adds the mesh points to the correct bones. The only thing left is to be able to automatically add the constraints. Any Ideas?
Last reply by JohnArtbox, -
- 1 follower
- 0 replies
- 246 views
Is there a tutorial somewhere about rigging wings in general and, of course, with TSM2 in particular? I spent several days a few months ago rigging a large pair of bird wings and still didn't quite get it right. It looks like I'm going to get to do another winged model soon and I would really like to read about wing rigging from someone who knows what they're doing. Thanks.
Last reply by HomeSlice, -
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Last reply by HomeSlice, -
- 2 replies
- 341 views
Hi guys. I can't seem to get the insect man model to work. With constraints on I can move his arm at the elbow but only rotate the bicep in one axis. I'm used to rigs with Nulls to animate IK arms and Legs or FK rigs that allow me to at least move the bones. When I set the Drag to animate eveything in IK I can't seem to get any movement in the arms and legs. I guess I am missing something but can't work out what. Using AM version 10.4r, 11.0, 11.1b Cheers
Last reply by JBarrett, -
- 0 replies
- 425 views
We mess up, you save money. We've got some misprinted CD-ROMs that we'd like to move outta here, so we're offering a special deal. If you order the "Green Bundle" on our store site for $199-- http://www.rafhashvideotapes.com/grrenbundle.html (no, "grren" is not a typo, it's a "Yahooism") --you will get the same discs as in our Training CD Bundle for $229, but some of them may have the greenish labels. The data is all the same, it's just the discs have a green cast. The Green Bundle includes: QuickStart 2, Secrets of 2003, Model a Face, NLA, Rigging A Face, Mastering Materials 1 & 2, Animate a Face, and AM in Live Action CD-ROMs. …
Last reply by Raf Anzovin, -
- 6 replies
- 397 views
I am jonesing for chromakey/green screen effects. I was always assuming that I would need to invest in software other than Hash to get them. The Klee Miller 2d portion of the 2004 SIGGRAPH training CD had some stuff on it that makes me think otherwise although that portion of the CD didn't answer most of my new questions. And now the Sam Buntrock CD thing has hit the ground running. I plan on eventually getting the Live Action CD but will surely get it quicker if I knew that extensive chromakey/green screen issues were covered (i.e. putting a live actor on an animated background). The knight demo that I watched on your website did not appear to go into this area.
Last reply by ZachBG, -
- 7 replies
- 309 views
I am new to rigging and bought TSM2 to try to make things easier. I have had it a couple of months and finally got the guts to dive in. I ran TSM2 on a model I have in the WIP section. It seems ok for the most part but on the first try I have control points the move like when I move the arm ("pulling" on the outside control bone at the fingertips) forward the shoulder streches in an undesirable manner. I can post some screens to demonstrate what I mean as soon as I re-rig the model (I need to place some bones more precisely). My question is . Can I reassign the control points affected by the movement that I do not want to move? It is basically a human form with wings and …
Last reply by Scottj3d, -
- 4 replies
- 323 views
I've got a simple mdl file with two groups, "low-res" and "hi-res". I saved the file and ran Weight Mover, but the hi/low res groups don't show up in the "Weight Transfer Groups" list. Any suggestions for how I can get Weight Mover to read the file/groups? Edited: I found a couple of non-legal patches in the low-res model and fixed those. Now WeightMover reads the mdl file and groups OK, but when I save the weighted mdl file it is 0 Kb (an empty file) and gives an "invalid model file" error in A:M. What's up?
Last reply by Morgan, -
- 1 follower
- 2 replies
- 262 views
I mentioned this is another thread and Morgan (I think) asked about it, so here it is. This was in my action today while working on the walk cycle. It made using the arms really difficult. You can see the lower arm is completely disconnected from the upper arm. I don't have a picture of the foot float, but a similar thing happened where I moved the foot and the foot control was not on the foot anymore. I'll get a pic of this if it happens again. EDIT: I'm seeing this issue actually in the model itself, I'm wondering if I screwed something up. I do recall playing with the armbone. Is the correct name for the lower arm bone "1 right lowerarm1" or not? It seems co…
Last reply by pixelmech, -
- 1 follower
- 1 reply
- 263 views
Ok next question: Last night I got the TSM rig working on my Robot. It works pretty well, and I'm pretty pleased with it. I did my own head, since he has a head AND a helmet, and I need to correct the hierachy for that I think, but all is good. Now, as to weighting and constraints - Can I go ahead and add weighting (I assume I can) and constraints (this I'm not sure) in addition to what has been set by TSM? Also, I had a funny thing in the Chor window where the foot control became "disconnected" from its position at the bottom of the foot. This made it hard to position, any idea why? Sometimes is would jump back in a different view or zoom, sometimes it would no…
Last reply by Morgan, -
- 1 follower
- 15 replies
- 417 views
I'm using TSM to rig my robot. One thing I noticed is that TSM gives the arm and leg 4 bones instead of 2. I gather this is for more arm control/more organic look? Anyway, I wanted my robot stiffer. Also, there were too many spine bones. So what I did was removed a few bones to change the rig a bit. Is this going to ruin how the rig works? Is it a bad idea in general?
Last reply by Sevenar, -
- 1 reply
- 369 views
This is mentioned in the TSM2 manual, and I was curious as to its current status? Thanks, Sev
Last reply by Morgan, -
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- 233 views
Hi Can someone please help. I bought WM over the internet from the Anzovin Yahoo store, and opted for the download version. No problems in getting the download, and the Yahoo confirmation e-mail arrived as well. The problem is that the e-mail contained a code with 6 digits and the installation program asks for 12 (xxxx-xxxx-xxxx). How does it normally work with Anzovin? I mailed Steve a day ago already, but no reply yet. I just wanted to know if there is something I'm missing. Thanks
Last reply by snympi, -
- 4 replies
- 292 views
Hey--- Having trouble with my first attempt using the update. I've tried several times, with and without auto CG balance. When I'm finished rigging my character and I turn-on the TSM2(in an action) the legs crisscross (see attached gif) I've tried flipping the direction of the bones orintation on the legs thinking I flipped them inadvertantly...tried several things...everything ends up with crisscrossed legs. Since I have a deadline on this animation I will go back to the prior version of TSM2 and try that. Wondering if anyone else is getting this?
Last reply by John Bigboote, -
- 30 replies
- 1.5k views
Hi all! What are people's opinions of the videos available from Anzovin? I just got A:M recently and I'm picking up the animation stuff pretty well, but have a lot of difficulty with the modeling. Thanks for any opinions. Steve
Last reply by Zaryin, -
- 1 reply
- 244 views
Hi guys, This is probably a stupid question, but I can't figure this one out. I am trying to use the InsectMan character from the Animate a Face with Justin Barrett CD for some dialog tests that involve some body movement. The problem is that I can't get the IK Arms to work! When I drag the dragtoanimate_EverythingIK slider all the way up the arms still don't move the way I expect the IK arms to move (i'm used to the TSM Rig). The legs and everything else in the rig works just fine for me. Can anyone tell me how to use this rig? Thanks.
Last reply by anzovin, -
TSM Update
by Morgan- 3 replies
- 368 views
Note: This is not the current version. Check the top of the front page to find the latest TSM updater. The latest revision of TSM2 is available for download here: TSM 2.03 You should close A:M before running this installer, and you'll need to use your TSM2 serial number to activate it. This version resolves the issue where tail systems "lost" their control bone chaining once the file was saved and reloaded. It also fixes a bug in which incorrectly named bones could cause Rigger to crash. Last but not least, this installer allows the user to choose the destination directory, although it should also auto-detect both 11.1 and 11.0 installations, in that order.…
Last reply by Morgan, -
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- 203 views
Well this isn't so much training but a way for people to quickly get into animating in AM. With alot of other software packages you get models to use and yes you do in AM but because it is spline based, the models are few and not really interchangeable from other poly packages without a hassle...so my idea. How about a CD of body parts. Categories such as arms, hands, bodies, faces, feet, shoes etc... Within these, you could make subcategories of cartoony, realistic, mechanical, etc... You could even further separate it by # of splines in crosssection for easier joining (ie. arm with 6 cps per spline ring and 8 cps per spline ring). Also, how about scenes, utilizing adv…
Last reply by Pesto, -
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- 402 views
I just thought I'd say a few words about the Setup Machine for anyone who's pondering whether to purchase it or not. I dithered about it for a long time - not because I doubted the quality (everything else I've bought from Anzovin was wonderful), but because as a relative newbie to A:M, I reckoned it would be way beyond me, and too difficult. I looked at messages here, I looked at the website... the product sounded good, but I didn't see the point in buying a plug-in that I probably wouldn't know enough to use. Anyway, last night I bought the bullet and purchased it. Today, as an experiment, I deleted all the bones from the only A:M character I've ever mad…
Last reply by Morphy, -
- 1 follower
- 4 replies
- 251 views
Been playing with TSM and I did my first rig. I did a horrible job setting the CPs but I could see how it would work. I went back to an earlier version of the file and started all over. I ran the rigging process and opened a Chor window. This time, none of the controls do anything except the body control. It's almost like being in bones mode in the modeling window - the bones move but not the model. I'm in the Chor window in skeletal mode. Anyone have any ideas? All the CPs were assigned and I ran the rigger, but nothing except the body works.
Last reply by pixelmech, -
TSM Problems
by KenH- 3 replies
- 353 views
I was having a problem with v11.1b and TSM2.02 (which I'll get to) so I tried it in v11t and it builder doesn't make any bones.....not even a bones folder. You can go through the process of making up your skeleton, but it doesn't make the bones when you click OK. This might be related to the hxt folder pointing to the v11.1b hxt folder, I don't know. Anyway, the problem in v11.1b is with a quad (and maybe others). I scale up the hip of the basic quad skeleton and the at a certain point the tail and leg bones(also scaling) begin to disappear. When I click on them, they seem to be off at infinte distance on the horizon. This may be a problem with my video drivers…
Last reply by anzovin, -
- 5 replies
- 302 views
Hi there, Yesterday I purchased TSM2. I got the serial number and ran the installer. I opened my project, and opened the modeling window. Under Plugins/Wizards/ none of the TSM plug ins are available at all :/. I tried uninstalling and reinstalling and restarting with no effect. Looking in my local file structure, the /hxt folder is indeed installed, but there are only 10 .hxt files in there, I don't see any script folder or anything else. Anyone have this same trouble or any ideas? I'm running WinXP Home, and I'm dying to use this thing! Tom
Last reply by Roughy, -
- 3 replies
- 295 views
I have a simple tubular biped character. After rigging when I turn on TSM constraints, my character's knees buckle (form like an arch shape), and his back bends forward to a horizontal position. It's like he ages 100 years. I've tried several different intermediate bones, constraints, etc. but it keeps happening. The rig animates beautifully apart from that. HELP! I wonder if this is how I'm going look by the time I get the hang of this...
Last reply by cat, -
- 3 replies
- 385 views
When you release TSM2 with scripting language. Will you be able to write a script that will convert a TSM1 Rig into a TSM2 rig? I have a ton of characters rigged with TSM1 that would love to be updated to take advantage of the new features of TSM2. It would also be cool to have a script that converts the AM2001 rig. I was just curious if you guys were thinking of this? Thanks
Last reply by anzovin, -
- 11 replies
- 455 views
Hi all, I got the TCM 2 some time ago and only now got to actually use it. The problem is that when I try to use any of the models I rig with it in an action they get bent and/or twisted when I turn on the TSM constraints. I tried to run the TSM rigger on two of the models that came with TSM (Ogre and Animation Character) and the result is the same. There must be something dumb that i'm doing to cause this! Thaks for any input!
Last reply by Morgan, -
- 6 replies
- 331 views
I recently used WM on my 'Stones' characters AFTER all rigging, animation, lip-synch,and choreography was 'in-the-can'... it was a pure afterthought to see if I could improve the 'bendability' of my main character... RESULT: It worked incredibly well. I will never skip using WM again, it is 'invaluable'! I will be going back and 'post' weight moving some of my older characters. I used an EXACT DUPLICATE of my model for the lo-res proxy...it worked excellently except for (see next paragraph) WHAT I LEARNED ABOUT DOING IT 'LATE': 1) I copied and pasted my geometry to get the 2 groups I needed...in doing so I lost ALL of my v11 hair styling on the character (appare…
Last reply by Morgan, -
- 8 replies
- 376 views
okey, since i seriously suck at rigging, and want to get it over with , im thinking of buying TSM2. im going to rig a human character. ive got kinda two layers at the top of the torso (kinda like a unzipped jacket), will that cause any problems? and otherwise, any good reason to, or to not buy it would be appreciated.
Last reply by John Bigboote, -
- 2 replies
- 241 views
This is a model I rigged and smartskinned with an early version of TSM2. As you can see, one thumb bends the wrong way. Is there a way to manually fix this? I'd rather do that than re-do the smarskinning. Thanks.
Last reply by KenH, -
Toe bending
by KenH- 1 reply
- 198 views
I don't know if this has been brought up before....but is there a way to make the toes on the rigs bend automatically when they hit the ground plane?
Last reply by anzovin, -
- 2 replies
- 289 views
Hey, I've been having this problem for a while and I e-mailed you guys but you didnt really know what was going on, and I really want to use TSM2 to rig the arms. Maybe a picture will help... You can clearly see the problem in the picture, I've tryed every possible combination of spline with the bones in the forearm but still get this reuslt after its rigged. Any clue? Thanks
Last reply by Roughy, -
- 2 replies
- 280 views
Okay- Now that I am rendering my 'Rolling Stones' final animation...I start to think...perhaps I should have Weight Moved them... Looking for advice on doing this AFTER the fact... My gut tells me I should... A- Make low res proxies of my models, save as proxies. B- REMOVE all bones from my characters, save as..., re-apply TSM2 bones. C- Run thru WM to assign CP's to bones... D- Run thru TSM2 to rig... E- Switch out old for new characters in the chor...hoping that old animated actions and pose sliders will work. (they should...the originals were rigged with TSM2... and the pose-sliders should have stayed with the model, most are muscle-mode animated…
Last reply by John Bigboote, -
- 0 replies
- 187 views
People have been asking, so here's a quick note: We can guarantee delivery of any Anzovin product by the day before Christmas to any address in the US if you order by Wednesday evening. Unfortunately, we can't guarantee the same for international shipments, because of potential customs delays. Have a happy holiday! Steve Anzovin Studio
Last reply by anzovin, -
- 1 reply
- 261 views
Hey, this has prolly already been discussed here in the Forum or even solved by Anzovin but I like to reiterate reiterated reiterations... I've been 'diggin' TSM2' but was 'whigged-out' by my characters 'fingers' doing all kinds of wierd stuff...rollin, flippin...painfull stuff to look at. TURNS OUT...it was being caused when I 'paste mirrored' ...TSM2 doesn't seem to know how to reverse the fingers roll info so they 'whigg-out'... Either don't use paste mirrored or remove the fingers pasted channel info when you do. Eureka! Hoover! Electroluxx! Kirby!...uhmmm Dirt Devil! Rainbow! Lewinski...
Last reply by Morgan, -
wheigt Mover
by Xtaz- 6 replies
- 338 views
Hi ... I modeled a new character. I don't want to model a low resolution version ... Can i use same model to use as lo-res ?? if I did it, which do the parameters need to be changed ? Peace Xtaz
Last reply by Morgan, -
- 1 reply
- 231 views
I've reinstalled so many times but it wnt show up in A:M under plugins. It stopped showig after I intalled 11.1 but that expired so I went back to v11. I found out that since I had v11.1 on my comp, whenever I installed TSM2 it was install the plugins inder the v11.1 folder. I thought that just copying the plugins from the 11.1 .hxt folder over to the v11 folder would fix it but its still not showing up. Can anyone help? Also, is there any way to use the plugins without using that menu(right click/Plugins) ??
Last reply by Morgan, -
- 2 replies
- 272 views
Is there a way to have IK controls behave like in the Hash skeleton? I mean having the hand target child of the shoulder. The only thing i can get is what is called hand lock in Hash skeleton. I really appreciate the FK IK switching in TSM2. But am i missing something? Thank you!
Last reply by Animus, -
- 2 replies
- 291 views
We've printed the first run of Sam Buntrock's opus and it will go out first thing Monday morning. I watched the whole thing today, and he really has done a great job in presenting an entire course in animation/live action integration. http://www.rafhashvideotapes.com/aminliaccd.html Steve Anzovin Studio
Last reply by Parlo, -
TSM2
by Paul Forwood- 34 replies
- 934 views
Hi. I have two questions that I hope someone can answer for me: 1) I have just installed the TSM2 update(2) and, though the installer took me effortlessly through the uninstalling and reinstalling, I now find that the plugins do not show up in A:M Beta2. I have checked in the HXT folder and everything seems to be in place. Any ideas? I have three versions of A:M currently installed, (Versions 10.5, 11.0t and 11.1 Beta2). TSM2 is visible in the HXT folders of both 11.0t and 11.1 Beta2. When reinstalling the installer does not allow me to edit the destination path for the installation. 2) I tried to rig a bird just prior to updating TSM2 but the Rigger didn't…
Last reply by Mega, -
- 8 replies
- 467 views
We're now taking orders for Sam Buntrock's AM in Live Action CD, at our usual pre-order discount. It's a 2-disc set chock-full of amazing goodies. Shipment will be in time for the holidays. http://www.rafhashvideotapes.com/aminliaccd.html Steve Anzovin Studio
Last reply by Mega, -
- 5 replies
- 360 views
I've been looking at TSM2 for a while now, but I bought AM for animation, not modeling, and later found how hard it is to get a decent model into AM, but thats another tale... I have my model in in AM, what I want to know it will TSM rig that modle even though it was not created in AM? The reason I ask is this line from your intro: "...into any character model *created in Hash* Inc.'s Animation:Master 2004..." Thanx
Last reply by Sevenar, -
- 5 replies
- 345 views
I still have copies of these models from the 2000/2001 production days. Do these models have the same status as Keekat (since Paw Island seemed to stop production) or should I have deleted them? Cheers
Last reply by higginsdj, -
- 3 replies
- 268 views
i am using tsm2 in v11.1a on WinXP. when i select the rigger, the spine isn't showing up in the list box. when i hit ok, it takes tsm2 like 5min for the "wait" window to close. then when i open the model in an action.....the leg/arm/COG/tsm contstraints poses are all there, but in the model i can still see the 4 spine bones and they just react like a chain with no constraints. there aren't any spine control bones in the rig. i also found that the body-manual control bone only affects the rig with rotation, nothing happens if i translate that bone. has anyone else had this problem, or am i missing a step? it all seems to be working except the spine. thanks, …
Last reply by kungfudork, -
- 4 replies
- 234 views
Due to a horizontal scrolling issue in the PWS, I would like to reduce the spine bones in a multiped from 4 bones down to 1 bone per segment (Got 20 segments... that's a lot o' bones!). They are hard shelled segments, so I don't need any intermediate bending anyway. Can I safely do this and still have the rigger work? If not, what is the minimum amount that will still work? And what specific named bones will I need to retain? (1 1 mspine, 1 1 mspine2, 1 1 mspine3, 1 1 mspine4) How about in the IK neck (12 segments including the head, again TSM2 assigned 4 bones per segment)? (1 1 IKneckseg, 1 1 IKneckseg2, etc.). Finally, the head ends with (1 12 neck,…
Last reply by Morgan, -
- 1 reply
- 267 views
Sam Buntrock has provided a sample movie to show the kind of effects he discusses on the upcoming A:M in Live Action CD. Everything in the movie was done inside A:M--the title, comping, shadow effects, wipe, and all. No Photoshop, no After Effects. http://lib1.store.vip.sc5.yahoo.com/lib/ra...night-final.mpg Steve Anzovin Studio
Last reply by SteelShark, -
- 1 reply
- 228 views
If I want to constrain something eg a gun to a hand in TSM2, which bone should I use? The hand control bone or the original bone that has the cps assigned to it?
Last reply by anzovin, -
- 9 replies
- 357 views
OK, So I am down to step 5/8 adding new bones/smartskin using TSM2. I need references/advice for: 1. Breast movement (suitable for spring system?) 2. Shoulder (Smartskin or Bones? - examples) 3. Hips (Smartskin or Bones? - examples) This will be to set up my female characters: Cheers
Last reply by luckbat, -
- 8 replies
- 435 views
Hey- I hope I got it all right, as far as the rules and all. I'm not a web guru, but I went and got a 250Free.com website and plopped my entry in there. I was severely limited by the 2mb bandwidth per file maximum, so my movie is quite small. THANKS for the contest! About me and my entry. My name is Matt Campbell from Detroit Michigan, USA. I find TSM2 a perfect compliment to Hash's simplicity. My 'Rollin Stones' project is eventually for demo reel, as is my CrimeBomb characters. Matt Campbell Entry can be found at: http://mcampbell.250free.com
Last reply by KenH,