A:M Rigging
Rigging & Relationships
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Sometimes, after you have done some CP-Weighting or Smart-Skinnning, you will see splines that don't want to smoothly interpolate through the CPs, like this... The simple fix is to force a Save on your project or model. The splines will behave properly after that.
Last reply by Tore, -
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I am rigging a six legged thing. It has 3 pairs of legs, 2 fronts, 2 middles and 2 back legs. I have Boned, Rigged and Posed the front right leg. I have Boned and Assigned CP's for the other two legs on the right side. I want to copy the relationships and poses for the front right leg and use them on the front middle and front rear leg. I have tried fooling around with a text editior, with little or no luck. Since I want to then copy, and flip THE ENTIRE RIGHT SIDE to left in the next step, any shortcuts would be greatly appreciated!
Last reply by msfolly, -
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I get a syntax error upon any attempt to refer to the Transform.Translate.<whatever> of a layer in an expression. Example: create a new project, add a layer to the choreography, try to use an expression to set the camera's Transform.Translate.X equal to the Transform.Translate.X of the layer. Syntax error dialog. Try setting it to the Transform.Translate.X of a light. No problem. I'm just trying to figure out if this is a bug I should report, or if there is a reason for this behavior that I don't understand.
Last reply by ronburk, -
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Hey everyone, I was curious to get a feel from the community at large on how well people understand rigging. Perhaps based on the poll results, those of us who understand rigging could put some material together to help people get started on gaining a better understanding of how to do this. Thanks and be honest! Mike Fitz www.3dartz.com
Last reply by 3DArtZ, -
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Those interested in rigging will find this information quite useful. David Simmons has created a tutorial (in two parts) and let us upload it in the Software Tutorials Forum. Check it out! A Face Rigging Method by David Simmons
Last reply by Rodney, -
Anyone doing anything interesting with spine control rigs? Mike Fitz www.3dartz.com
Last reply by 3DArtZ, -
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The Woz had a question "Is there some way that I can have a minimum scale value on a bone that is set to "Aim At" a target bone (with "Scale to Reach" on)? I want the bone to stay at or above its 100% default at all times." You can't set the If statement to modify itself (at least I can't) so it takes an extra bone that is constrained to AIM AT with Scale TO Reach and the Bone you want to have a Min Scale of 100% is constrained to Orient Like the extra (Dummy) bone and set the Scale for each axis as below Transform.Scale.X = If(..|..|..|..|Dummy.Transform.Scale.X<1,1,..|..|..|..|Dummy.Transform.Scale.X) Transform.Scale.Y = If(..|..|..|..|Dummy.T…
Last reply by Ganthofer, -
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Hi Hashers! My new design: http://www.bee-s.com/~gggg/tut/bdc/bdc.avi Cdec Tech Smith (http://download2.techsmith.com/tscc/TSCC.exe) http://www.bee-s.com/~gggg/tut/bdc/bdc.prj http://www.bee-s.com/~gggg/tut/bdc/bdc.rar
Last reply by serg2, -
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Hello, I hope this question can go here, it has two parts actually. 1) I have a character rigged with the CD 2001 rig plus fan bones and I found a web page documenting how the rig works, but it seems I have a sligtly different one? There are some pose sliders that set up all IK, IK feet only etc., as well as some control constraints in the documentation that I don't seem to have. I rigged with the 2004 CD, but the file looks the same on the 2005 CD too. Do I need to replicate these poses? If not is there more up to date documentation for the rig? I went to: http://www.eggington.net/Hash/2001RigDocs/intro.html Specifically, I made a separate peace with…
Last reply by sbk, -
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I'm thinking that if I enable "show more than drivers" on a character, I oughta be able to animate the enforcement or the limits on a rotational constraint from the chor, instead of having to make a permanenet change in the model file of the character. But it doesn't look like I can. Can I?
Last reply by robcat2075, -
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Can A:M do motion tracking for live video? I am looking to do the kind where you place the dots on someone's face and match them up with a 3D prosthetic/morph or place an object on the ground and use it to "stick" a 3D object at that spot in a video. If it is possible, are there any tutorials for it?
Last reply by LordPython, -
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I have been making poses inside of the rig. I have been using both bone poses with cp weighting and muscle poses. The muscle poses have been working quite well until last night. I have followed Mark's videos on muscle poses and walk through it again to make sure that I did not do something wrong. Here goes. I have created the poses with the pose slider (right side) in a relationship window and copied to the key frame. I then edit the relationship of the other side (left side) of the pose in a new window and paste the key frame mirrored. What i notice is that the pasted mirror key frame drops the pose slider to "0" instead of "100" as it should be on the slid…
Last reply by Shelton, -
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Hello, I bought setup machine a while back to aid in the rigging of this guy once I finished modelling him. He's about as fine tuned as he's going to get in that area, so I thought I'd start w/ the rigging. One thing confuses me, though.....setup machine seems to generate more than just 2 bones for the arm....its generating like 3 or 4, which seems odd. I don't remember specifying more than 2, and I didn't think there was a way to do that. Since I have a long neck on the dragon, should I be manually be adding additional bones for that? It seems kind of difficult to get the bones positioned correctly before auto-assigning cp's. How closely do they …
Last reply by Roger, -
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(Oops, topic should read "Wanting to re-rig an old model".) This is Gus Gizmo, the first guy I ever built from scratch in A:M 8.0 back in 2000, and it shows. After recently getting the program upgraded, I'm wanting to rework the mesh a lot and bring it closer to my original sketches for him, as seen on the right. I also want to re-rig him after seeing what's available now, since his original rig system is very crude. He's one of the leads for a sci-fi adventure, so he needs the ability to have some subtleties and idiosyncracies, but I still want him to be somewhat mechanical in a lot of his mannerisms. Since his original construction, he's had a little os…
Last reply by GizmoMkI, -
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Alright. I am rigging a paper cutout guy--his torso and face are paper, and his limbs are wire scotch-taped to the body. I'm now rigging the guy, and am having problems with the "paper" of the body. If I try to get the upper, taped parts of the wire limbs to move, and have the paper (and, by extension, tape) follow, the tape deforms at a different rate than the paper, and tends to go through the body, rather than follow along nicely. I've tried various mesh rearrangements, bone assignments, &c., to no avail. (You can see from the visible skeleton pic that I've tried to different leg riggings--the left leg has a long bone that goes to the top of the thigh-wire, includ…
Last reply by someawfulbridge, -
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Don't know where to post this exactly. I re-rigged the desk lamp on the A:M 14 CD. It is a lot easier to manipulate now. You just have to pull the Null around to position the armature. Rotate the Null to rotate the lamp head. desk_lamp.zip
Last reply by HomeSlice, -
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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, -
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If you have a bone in your model that you will only want to turn or move in certain directions, Manipulator Options in the bone's properties can make the bone present only those axi when you use the Rotate or Translate manipulators. This video uses a gun (swings only up and down) on a tank turret (turns only side-to-side) as an example case. link in Post #14 Other examples of things that typically rotate in one axis only would be fingers, knees, elbows, eyelids, wheels, gears, doorknobs, levers... Examples of things that translate in only one axis would be sliding doors, pistons, curtain hooks, double-hung windows, telescope segments... Note that …
Last reply by robcat2075, -
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I have been working on the rear window project and decided I needed a break tonight. I have a character that I finished a year ago for Cupids Sick Day and needed to rig her. I have been installing the 2008 rig. It took all of about 1.5 to place the rig and now going through and assigning cps. Thanks for all the hard work Mark on 2008 rig and David on Squetch. (will be using face rig) Steve
Last reply by Shelton, -
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Occasionally the "Mirror All Smartskin" command will not work on a model. That is under investigation, but in the meantime, here is a demonstration of a workflow that will get your smartskins mirrored to the other side of your model... SmartskinMirrorManually.mov I'll note that for bones that are oriented in a fashion unlike the leg bones in the video (arms maybe) the correct angle for a mirrored bone may the opposite angle rather than the same angle. Some initial experimentation and observation may be needed before doing any pasting.
Last reply by robcat2075, -
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As I have been working on a face rig I have found late night thinking has been invaluable. In fact last night just as I was drifting off I came up with an idea of how to hide the rig when the pose slider turns off the rig. Since all my nulls and bones are on a mockup of the face to the side of the character I have struggled to hide the text and mockup when the rig is turned off. I will keep you informed as i will test it this evening.
Last reply by Shelton, -
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In this thread I suggested that long-tail-like structures be contrived to have the spline ring in the middle of the bones... https://forums.hash.com/topic/49457-tip-for-tails-and-necks-snouts-tentacles/ However, that's not the only option. I made this PRJ to compare and contrast different CP weighting strategies. It has five Actions in it that put this tube structure through some representative and worst-case motions. You can scrub through the Actions' timelines and watch the shape changes. TailComparison002.prj From left to right in each action... 50/50 Fanbone. Each spline ring is 100% weighted to a fan bone that is 50/50 orient-li…
Last reply by robcat2075, -
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After several attempts to use bvh files on AM I seem to get the root of the error I experienced. I always used a model with a rig on them, but then got blocked by the fact that the account of bones in the bvh file does not correspond to the ones Animation Master uses. So to get rid of this error of attaching bones to the bvh, I just got the idea to use a boneless model, make the set up with an imported bvh file, and then attach the bones in the model window viewing in the action window if they confirm to the ones in the bvh file. As soon this is done in a global scale, it becomes matter to attach a IKbone to the corresponding hip bone. Then make all the other bones "…
Last reply by Madfox,