A:M Rigging
Rigging & Relationships
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I'm trying to improve my rigs. I can make a simple rig with IK legs and FK arms, but I'm at a loss as to where to go from there. I'd like to be able to rig and arm capable of IK/FK switching, for example, but I've no idea where to look for instruction. I remember long ago (back when there was still an ARM) there used to be more advanced rigging tutorials, but they seem to be gone now. Does anyone know of anything that might help me?
Last reply by robcat2075, -
- 2 followers
- 21 replies
- 1.2k views
A video tutorial for building a simple animation rig. Part 1 29ed4da8c3d3f5a3ae7c Part 2 d452035300f18b984988 If you have trouble playing these movies, you may download them here: Building Your First Rig
Last reply by John Bigboote, -
- 9 replies
- 1k views
I have installed the 2001 rig in a model, courtesy of the tutorial in TAO. However, when it comes to installing the hand rig that controls the fingers, The tutorial stops. I understand that the rig for the hand controls the fingers curling and so on ? Is there a tutorial or info somewhere that can explain how to install those controls as I would like to have the figure play the guitar ? Thank you in advance. regards simon
Last reply by Simon Edmondson, -
- 1 reply
- 698 views
This two-part tutorial continues from the "Building Your First Rig" tutorial. It guides you step by step through the process of building a simple rig for the hands so they can be animated quickly and easily. With the information gained from this tutorial, you will have all the information you need in order to customize the hand rig and add new bells and whistles. Part 1 f202f26c1a174c735758 Part 2 0db1d11b6acca57d8ea8
Last reply by itsjustme, -
- 1 follower
- 4 replies
- 850 views
I'm still very new to AM and all, but I can't grasp how bones work. Watched several tutorials where the 2001 bone rig was used on a model, adjusted and animated. Tried this my self and after several tries, it still doesn't fully work like in the tutorial. The model twist and turns getting all messed up when trying to move bones around. Some times they don't move correctly and many other problems. So I'm pretty sure I'm breaking the 2001 bone rig when I'm adjusting it to fit the model I'm trying to put it in to. But don't know when nor can't tell when I'm breaking it. I scaled the model over the bone structure with out moving around the bone rig and that se…
Last reply by dblhelix, -
- 3 replies
- 764 views
If I go to the CP weight editor to edit the weight of a CP that has only one bone on it, I can add a second by pick one from the Drop down list. But I can't add a third one that way. I can pick more on the drop down list, but they don't get added. How do I add additional bones?
Last reply by mtpeak2, -
- 3 replies
- 591 views
Does anyone have a small demo that shows the "Group" constraint doing what it does?
Last reply by robcat2075, -
- 7 replies
- 858 views
This facebok user asked this question 'can someone one walk me through on how to add kinematics on human character!=)' I was hoping that maybe people here can help since you guys always seam to rock it!
Last reply by Meowx, -
- 3 replies
- 824 views
I'm working on a superhero character, and I'm not sure what is the best way to handle his cape. I don't know if I should use cloth or some kind of bone setup. I like the realistic way cloth behaves, but I also like the idea that bones will give me more direct control. So I ask all the rigging gurus out there... how would you do it?
Last reply by HomeSlice, -
- 3 replies
- 839 views
Have a question why is the tail and leg moving at the same time when I start a new action I've gone as far as changing the model a little bit but it still moving at the same time ? Here a pic.
Last reply by mtpeak2, -
- 1 reply
- 753 views
Holmes, I really appreciate the time and effort that went into creating this face rig. I find rigging a bit intimidating, but your step by step tutorials on installing the LiteFace Rig and Weighting a Face really made it easy. I did run into a couple of problems along the way, but it didn't take me long to figure out what was going on… 1) The "Aim At" constraint for both Lips Left Upper and Lips Right Upper had the "Scale to Reach" turned ON. Once I turned this to OFF, both of those bones behaved properly. 2) I also had to edit the Face Constraints relationship because all of those face bones rotated downward. To fix, I reset the XYZ Rotate coordinates to ze…
Last reply by HomeSlice, -
I tried a bvh file on my model a while back now every time I open the project there is another biovision BVH file in the model open project 10 times 10 biovision files weather I load anything new or not ,ver 14,15 and 16 beta 3 win xp pro sp3 any thoughts or advice are appreciated
Last reply by HomeSlice, -
- 33 replies
- 2.3k views
Hello I am fixing some of my rigging on my penguin character, and am having to adjust the bones. The fan bones for 2 of the geometry bones in the flipper are not following either bone when moving the geometry bones, I am having to manually reposition them. They don't seem to have an option for "Attached to parent". Am I doing something wrong, or is this normal?
Last reply by Roger, -
- 5 replies
- 727 views
This is the Knight model from the v13 disk. It's actually a v11.1 model Knight.mdl Drop it in a chor and move the hips up and down and you'll see the legs flicker and bend every way but the right way. It does that in both v13 and v15. Other v11 models work fine in current versions of A:M so the version it was made in is not the problem. The only differences I can detect between it and the currently distributed Knight (a v12 model) is that some of constraints have very small offsets not present in the current version. Why does it not work properly?
Last reply by Gerry, -
- 30 replies
- 1.9k views
can I please get a list of available rigs with opinions on each and pros and cons? I plan to try to master installing and using just one rig and would like to know what each one offers. Thanks. Gene
Last reply by TheSpleen, -
- 6 replies
- 805 views
Is there a way of constraining any of the built-in particles to a choreography path?
Last reply by HomeSlice, -
- 53 replies
- 4.3k views
This is a question for those who do quite a bit of rigging. I was imagining an interface gadget that would assist in apportioning weight percentages. Currently we type in values in the Edit CP Weights dialog and we try make them always total 100%. If a set of CPs had only two bones (A and B ) associated with it, A:M could show a slider that would adjust the weight from 100% A, 0% B on one end to 0% A, 100% B on the other end. If a set of CPs had three bones associated with it, a linear slider wouldn't be sufficient. A triangle shaped gadget could represent all the possibilities however. If your control was at position 1, that would indicate ne…
Last reply by HomeSlice, -
- 18 replies
- 1.1k views
Hello there! I'm working on modelling/rigging props for my next short animation and I ran into a snag: What would be a reasonably well done way of rigging a backpack strap - i.e. the ones my character will pick that backpack up and put around his shoulders..? I have a model tha has a belt (i.e. flatened cylinder) creating a loop there and have created some cross sections for it to bend a bit. Bit I need a few pointers as to how to set up bones to suppor the animaion. I don't want the straps to look like they are "cast iron"... Anything that saves me from hand-animating every control point is helping. Thanks in advance, Atkelar
Last reply by Atkelar, -
- 3 replies
- 647 views
Hi - I'm following this David Rogers tut: http://am-guide.com/SetUp/ to rig the legs of a "paper" man model I'm working on and I finally got everything constrained properly only to witness a new anamoly with the step "tarsal bone add kinematic chain to Toe Target". The right side constrains fine, but when adding this constraint to the left side I get strange toe displacement. I checked and rechecked my steps more times than I can mention. I've uploaded a project file with only this constraint in the relationship (pose) as thru trial & error I realized this problem happens whether I complete the constraint process or just isolate the toe constraints. …
Last reply by cribbidaj, -
- 1 follower
- 3 replies
- 1.2k views
http://www.youtube.com/user/zandoria#grid/...BF44797CD8BC2A3 This is the Control Point Weighting, Smartskin tutorial that I did for Siggraph a few years ago.
Last reply by T-Dogg, -
- 4 replies
- 695 views
I believe this has been asked and answered here before but I did a search and couldn't find info. I have a couple of poses that I created, then for various reasons backed out of them and deleted them. But in my User Properties there they all are, Pose1, Pose2, Pose3 and Pose 4. I can't seem to locate them in the PWS and can't delete 'em from the User Properties list. How can I get rid of them? Then I have a final Pose5, that does *something* but I neglected to name it properly. So I turn it on but I would dearly like to know what it does so I can name it. But I can't find it in the PWS.
Last reply by Gerry, -
- 11 replies
- 1.1k views
I've created a MultiD Relationship using Holmes' excellent instructions and tutorial, for the purpose of controlling the opposite movements of the mouth corners in a face rig. It appears to have gone fine, except that when I open the model in an action or chor, the controller null is rotated slightly (though in the rotation settings they're all zeroed) and grows to enormous proportions, i.e., the r, g and b lines that radiate from it are like six feet long. I can post screenshots but I wanted to ask about it first in case there's some generic explanation. I'd also be happy to post the project file. I'm tempted to just delete the relationship and recreate it from scra…
Last reply by Gerry, -
- 12 replies
- 1.2k views
I need some help with some rigging experiment please. I have set up a model for a moving background. The idea is to use it for speedlines or a lift going up and down without moving the person in the foreground. So I constrained the first bone of the model of the lift to a circular path and also to a aim roll at constraint to a null in it`s middle, in order to have it always point in the same direction while circeling. The model itself is intented to fill up the circle entirely lateron.( not finished yet) Each segment has its bone which is attached to its parent bone in a chain. I would like the first bone segment to drag all the other boned …
Last reply by jakerupert, -
- 3 replies
- 688 views
Rigging my Jetwasp model I've got all the bones in, figured out what control bones I needed and in an Action window I created the necessary constraints. Testing in the Action window everything works great. But when I bring the model into the chor, the constraints aren't available. In User Properties I turn on the pose I created in the Action window (probly did something wrong at that step but I can't tell) with the constraints, but they won't activate. Maybe I'm working in the wrong window? Where exactly should the constraints be created, in a Pose? A relationship? They're not extensive and I don't mind doing them over, but I need to know the *right* place to create…
Last reply by Gerry, -
- 0 replies
- 667 views
I downloaded v15.0j and it seems fine except in the Action window I can't select bones. I did a test with six bones and there wasn't even a list in the target field. I went back to v 13 to test and it was a little wonky but worked fine, as far as selecting target bones for a constraint. EDIT: Never mind, it has to do with the parenting apparently.
Last reply by Gerry, -
- 9 replies
- 1.4k views
Have you seen the Pigeon Impossible video? More relevantly, have you seen the PI blog videos? There are a couple on rigging which might give you some ideas (episodes 9, 10, maybe part of 11), even though it's made in XSI. http://www.youtube.com/view_play_list?p=19E7DC81F6D1D522 I can't remember which episode it was in, but there was also a rigging trick that prevents legs from snapping when the IK controller reaches its maximum length. Chris
Last reply by itsjustme, -
- 48 replies
- 3.1k views
I did some very extensive smartskinning on a shoulder while the other arm was hidden. Apparently I had mirror mode on and it keyed the other arm anyway. I usually try to do all my smartskin keyframes at 45 or 90 degrees just in case there is a problem I know where to look. Well, I deleted most of the keyframes on the other arm but there is still some slight twitches I can't track down. Please tell me there is a fix for this without deleting the ss and starting over.
Last reply by Gerry, -
- 1 reply
- 693 views
Greetings! Since I couldn't find any posting about this and came up with a working solution I thought I'd share - hope this is the right place for it. The problem was: How to easily animate an analog clock (hour/minute hand) without having to calculate movement. Think of a "time-lapse" kind of animation that should show a realistic time of day. My solution: 1.: create two bones in the clock model: "MinuteHand" and "HourHand" and attach the CPs. 2.: create a "percentage" pose on the model, call it "TimeOfDay". Use "settings" to set te maximum value to 1440 (60*24 minutes to cover the entire day) 3.: select the minute hand bone in the relationship and …
Last reply by robcat2075, -
- 2 followers
- 61 replies
- 4.9k views
Hi guys: I'm modeling a tentacle to go with my Nautilus and need some advice on how to rig the sucker for some smooth manipulation. So far I have a simple tentacle with linked bones for every segment. Bone 1 has spline ring 1 assigned to it, bone 2 has the second spline ring assigned to it, and so on down the tentacle. I have no fall off or anything else set up. I also don't have any experience in rigging. Soooo, if someone could walk me through the steps I need to take to get a nicely maneuverable tentacle, I'd be much obliged. Attached is a cap of the tentacle, bones, and the way it moves now. Not very pretty. Eric Edit: One thing I do know…
Last reply by mtpeak2, -
- 1 follower
- 11 replies
- 1.2k views
I know you can assign CP's to bones but can you use an expression to make a CP always stay at the base of a NULL??? If so I would appreciate an explanation of how to do it please.
Last reply by HomeSlice, -
- 9 replies
- 1.1k views
I have looked everywhere I can think and can not find how to get the slider to default to "0". I've tried setting it thru the "Edit Relationship" window. I have tried thru the sliders setting for default. I have deleted all Actions. It looks like all the others in the timeline and in the Relations of the PWS. Nothing will get rid of the 33% default on the one slider. I know it's me and not AM but I can't find it! Any ideas.
Last reply by TNT, -
- 13 replies
- 898 views
Hello - is there a simple way to keep the geometry of the feet of an original model and rig from descending below the '0' point of the 'y' axis during, say, a walk cycle? I've tried several rigs built from tutorials and have created an originally built skeleton that works adequately for my needs except for this hitch. While, some rigs work pretty well for this, including the suggestions from Matthew Krick's tuts, I'm hoping there's a simple constraint for the foot bones to solve this. Also, is there a good tutorial on euler constraints, etc?
Last reply by cribbidaj, -
- 60 replies
- 4.4k views
I thought it would be best to place this in the rigging section - I am doing a simple rig of my own for learning purposes. The penguin is not terribly complex and I think I can get by with fewer bones - flippers only have 2 bones, for instance. I am noticing something odd, though. Currently, I have my hierarchy set up this way: Head Neck Torso 2 Torso 1 Pelvis Left thigh Left femur Left foot Each of those bones in the list is a child of the one above it. However, in the properties panel when I turn on "attached to parent" I notice something odd in the case of the neck and head bones: when "atached to parent" is turned on for th…
Last reply by robcat2075, -
- 2 replies
- 732 views
How do I add more pose slider to a specific group such as lip poses. I know how to make pose slider, but I don't know how to put them in a specific tab under pose slider window. I have a tab for mouth relationship, and I am trying to add another lip pose and have it come under the tab for mouth. The mouth tab is already made.
Last reply by ruscular, -
- 1 follower
- 3 replies
- 645 views
HI- I've been noticing that after running a SSS(Simulate Spring Systems) in V15.0i that the bounciness and springiness that I set on my dynamics is somewhat reduced. So much that I then unsim and adjust my springs to be springier still...but thats a game I don't want to play. I did a forum search and found this old thread: http://www.hash.com/forums/index.php?showt...amic+constraint but it does not cover this problem. I do have hair in my scene, but it is always OFF for my simulations. I DO remember to set the choreographies/dynamics/reduce keyframe errors from .1 to zero... but I'm wondering if I should be toying with the 'Rigid Subsamples' and 'Rigid …
Last reply by jason1025, -
- 7 replies
- 716 views
So I'm working on a facial rig, and I don't think I've ever made on before, and I've been playing with it all morning, but I just reall have no concept of what I'm doing, so I'm wondering if there's a facial rig kicking around like there is the 2008 rig or something, or can someone post a pic of a proper facial rig and it's CP assignments and hierarchy or some resource that may benefit me. Thanks
Last reply by 3DArtZ, -
- 26 replies
- 1.7k views
So yeah, I'm trying to get at least one character done and out of the way for ELZ, however, I have been trying for days without ny success to rig this character. I modified the GenMan body found on the AM extras CD, and used the 2008 Rig to rig it. Except things just....don't work. I can't describe, and using pics would be useless, so here's the model, and someone please give me some pointers on how to not make things bump, twist, distort and mess up please. Zeroheadtest2010.mdl
Last reply by Darkwing, -
- 3 replies
- 625 views
Here's a mystery for any interested detectives. This is a simple array of lights all constrained to point to a target, with no offset. It worked at first and I can remake it from scratch, but i can't figure out why they are not Aiming At properly now. Light_Ring_Bad2.mdl
Last reply by robcat2075, -
- 7 replies
- 860 views
HI- V15.0i Wondering if anyone has been down THIS road. I have a character with hair that I have groomed while the hair was set at 'Constraint=100%'. Now, I want to make a pose-slider or find another way to make the 'hold' on that hairstyle let go...as in animate down to zero % constraint... and then back again to the groomed style. The pose slider AND animating the constraint value on the timeline in the choreography seem to have an 'all-or-nothing' effect, so the hair 'pops' from one setting to the next and back. I am looking for more of an incremental change. Thanks for any speculation.
Last reply by John Bigboote, -
- 5 replies
- 697 views
I have forgotten so much How do I get to weight paint my CP's to bones or was this just available in Weight Mover? Cheers
Last reply by higginsdj, -
- 6 replies
- 824 views
It been awhile since I did bones and compensates. And My mind is drawing a blank. What I need to do is set up the sliding doors so I can open and close them. I am including a model if you do set it up only do one side of the sliding doors so I can see how you did it. Since I have a house full of sliding doors and windows to do. Thanks Sliding_Doors.prj If you like to see the hole house.
Last reply by Fuchur, -
Dope sheet
by mulls- 3 replies
- 652 views
Tried this yesterday in the general discussion does anyone know if it is possible I have an action I did a while back it is a song the wave is about 6 mins long I got the first sentence to lipsync fairly well with the dope sheet between 30-35 secs I am trying too add more sentences in the dopesheet,the dopesheet finds the phonemes and according to the time on the new words between 35-42 secs they are in the correct place but it erases the existing lip sync motion and does not add any new even though all the words and phonemes show in the dopesheet in the action.I did add sentence and tried moving to the correct beginning point for the second sentence in the dope she…
Last reply by mulls, -
- 10 replies
- 1k views
Hi All This is probably a dumb question, but I can't seem to find the answer. How do I deselect control points when rigging a model. I'm re-rigging the pink piggies hand, I needed the palm to face up. I turned the hand up and am trying to re-rig the hand. Some how when I selected the middle finger end bone and the nearby control points, most of the models control points were also selected. Now I can't figure out how to keep the finger control points selected while deselecting the rest of the control points. I've looked through the TAOAM.pdf and the TECHREF.pdf files and can't find the answer. I'm sure it's probably easy, but it's driving me crazy. If you h…
Last reply by earthquake, -
- 13 replies
- 1.3k views
Hello all, Is there an error in the 2001rig in the data file just downloaded from the hash site. When I turn on Ik Arms Setup the right arm points to the sky. Does it do this for anyone else? Thanks in advance to all those who reply. Andrew
Last reply by pixelplucker, -
- 6 replies
- 880 views
I remember a couple of months back someone was working on a water rig and there was an example movie that was very cool. I was wondering if the creator of the rig finished it. I was also wondering basically how it works. Thanks, Doug
Last reply by Douglas Ferrin, -
- 1 reply
- 518 views
I turned on the FACE Rig via the Pose sliders and the FACE 'plate' shows but none of the nulls show. This was working fine last night. What have I done? Cheers
Last reply by higginsdj, -
- 7 replies
- 684 views
HI! I have a model with 3 different types/lengths of hair on it. I have a goup called 'BANGS' that I want to do some styling to. If I try it in the model, things go very slowly and little if any effect happens with each hairbrush stroke... I have preroll off, dynamics off and all the other jazz that makes for computations. BUT- If I copy the group into a NEW model and attempt to style...everything goes swimmingly well and I can get what I wanted rather quickly. SO- I now need to transfer the newly styled group BACK into the original model WITH all the styling intact. A simple copy/paste seems to do what I want...the group has the hair material and all the '…
Last reply by John Bigboote, -
- 12 replies
- 821 views
Hi guys, I'm working on an anime style head, and I found myself thinking it might be easier to just not have an eyeball, and instead make the eye part of the face. But to do it that way would require me to use a bone to control the position of the decal for the pupil. I can't figure out if this can be done, or how to do it. Any thoughts?
Last reply by mtpeak2, -
- 3 replies
- 697 views
Can't get Nigel's hand to rotate palmup, well I can,but it just twists at the wrist, no forearm roll,and distorts the arm something fierce. I need him to hold a rifle for aiming, left hand cupped up to cradle the forestock. What rig is Nigel's. Is that the 2001? Can't you roll the forearm? How do you tell what rig a model is using? Do I need a more advanced rig? Where do you get different rigs, I have a recent online subscription, can't seem to find a skeleton folder. Thanks, stevej
Last reply by itsjustme, -
Resizing rigs
by MJL- 10 replies
- 911 views
Gene and I are conspiring once again, and I'm trying to help by making a couple of variations of the elf model, shorter, fatter etc. I had no problem changing the mesh but I had to move some bones. I could find no way to select the whole rig in bones mode, so I had to move one bone at a time. Shorter, I had to rescale leg and such and drop the arms. Keeping the bones in approximately the same relationship to the CP's assigned to them. But they ended up being difficult to animate with. I'd be willing to bet that this is ground that has been traveled before by someone, and was just wondering if there are any tips or suggestions that someone might share. thank You…
Last reply by NancyGormezano,