A:M Rigging
Rigging & Relationships
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I LOVE the Jeff Lew rig, it's really simple and easy for someone like me . . . but im having a problem. The contraints are setup through an action, and when i try to make a new action, the contraints get all messed up . . . can someone help me?
Last reply by jamagica, -
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- 4 replies
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A:M Technique: Smartskin & CP Weighting is back online! 2 hours of video https://youtu.be/gkBmYlRwP_8
Last reply by fae_alba, -
- 5 replies
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A new user request. How to make a vine grow and wrap around something. -the vine ("plant") has regular spline rings along its length -every spline ring has its own bone -every bone is "path constrained" to the path that wraps around the column. -the "ease" percentage for each bone is keyframed to make the bones travel up the path in order. Look in the PWS timeline to see how they are staggered. - the leaves were made to sprout with a pose slider, but that part didn't turn out so well VinegrowingMP4.mov PRJ: GrowingVine06.zip
Last reply by nimblepix, -
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This is a tutorial showing how to make an arm control rig using a method of finding the height of a scalene triangle (used in the current Squetch Rig). It is a more advanced tutorial that assumes you already know how to add bones, Poses and Expressions and have a general knowledge of character rigging. Included in the ZIP file are the video (29:26 in length, 900x600, H264 encoded Quicktime), subtitle file and an example of the rig. scalene_arm_rig_tutorial.zip
Last reply by jason1025, -
- 18 replies
- 2k views
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Last reply by Rodney, -
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- 1.4k views
Is there a key when using the rotate manipulater in bones mode to move in just one direction,as I keep moving at big jumps even when I zoom in I can;t seem to get it fine enough to hit the spot cheers Steve
Last reply by steve392, -
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Getting ready to rig the face on a talking toolbox. i have already watched tutorials on face rigging and cp wieghting. Any thoughts? I have already figured out that the edges have to remain stationary. Steve
Last reply by Shelton, -
- 3 replies
- 655 views
Hello I”m new to rigging and I have run into a problem. I made a character from the Mika model but I removed the old skeleton and added the 2001 skeleton to learn how to rigg it. I did have it working earlier but after I did some work on the upper end of the model but by accident did something wrong. The knee are bending in the wrong direction. I look at all the bones from the Pelvis down But I seem to be over looking something. Any ideas Also dose any one have a list of rigs and what you would use each one for?
Last reply by Dhar, -
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- 2 replies
- 575 views
OK, I've been playing with some possible "little" solutions to problems with moving bones around in a controlled manner. There are 4 rigs that just do a specific movement. Some were not sucessful (hip rig) but could be used as an example for another solution. You will have to download the prj file and see for yourself. They are relativly simple rigs and shows my tinkering with rigging. I don't think these rigs would be applicable in any other application other than Animation Master, because of the in depth constraints offered to us by Hash, Inc.! In other words: Thanks Hash, Inc.! EDIT* I've included descriptions in the "action" file info blocks to help. …
Last reply by trajcedrv, -
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The Software Tutorials Forum is proud to announce David Simmons's Tutorial on Rigging a Face. Thanks to David for making this available to the A:M Community.
Last reply by robcat2075, -
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- 598 views
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, -
- 26 replies
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I had hoped to have the tutorial done by now...but, since I don't, I thought I'd at least give people something to tear apart over the weekend. Here's a project file with a rigged and unrigged head (for practice or whatever). Hopefully, the tutorial will be done in the next couple of days...I just don't know when it will be anywhere to be downloaded. I still haven't e-mailed Hash about seeing if I can put it up at AM Films...man, I'm really dragging my feet. Thanks to Victor Navone for sharing the rig he designed for his character in Big Bang and thanks to Shaun Freeman for posting an example on his website (I don't know if the downloadable example is still th…
Last reply by itsjustme, -
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- 3 replies
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Hello Everyone, I am looking for a copy of the 2001_Skeleton.mdl. I have had a break from animation and am getting back into it. But the 2001_Skeleton.mdl on the hash web site must have been saved in v15 and does not work in v14. Would someone mind uploading the 2001_Skeleton.mdl saved by v14 or before. Thanks in advance for your help. Andrew Simpson
Last reply by johnl3d, -
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Hi! I'd like to constrain a bone with the "orient like" constrain to another bone but with more "enforcement" then 100%. Is it possible that a bone moves twice the speed (or anything higher than 100%) than it's "parent"? I bet it can be done with an expression, but that's a locked book for my brain ... Cheers, David
Last reply by DeeJay, -
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- 0 replies
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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've been using this little setup quite a bit in the past week and thought it might be useful to others, so, here's an example model. This is the result of needing to be able to use a Pose slider to set a translate limit and having it work as far back as v11.1...it's one of the things I'm using to make the bones rig for the face in the Squetch Rig easier to install. The "controlled_bone" is the bone that is being translated and limited, the "controller" is the bone you manipulate, the "Y_distance" bone's 'Z' scaling is to pass the 'Y' translation distance into the equations, the "limiter" bone's 'Z' scaling is used to set the translate limit that is greater than "0"…
Last reply by Ramón López, -
- 6 replies
- 716 views
We have a "translate to" constraint but is there some way to make a "translate like" constraint such that if I moved Bone A on it's x-axis it would make Bone B move on it's own X-axis, no matter what B's orientation? I know this could be done with an expression, but is there a constraint way?
Last reply by Rodney, -
- 1 follower
- 3 replies
- 791 views
Okay, here's the deal. My character wears a cloak. The cloak has 60 bones arranged in vertical chains of four. I control the movement of the cloak by means of a pair of "lifter" bones which mirror the range of movement of the arm bones. The lifter bones use Smartskin to drive the motion of all the cloak bones, with various arrangements to accommodate various arm positions. (See screenshot below.) In practice, it works quite well. There's just one problem. I can't seem to find any means of mirroring the right lifter's Smartskin over to the left lifter. Selecting "Mirror All Smartskin" only copies over the spline deformations, completely ignoring the bone keys I h…
Last reply by entity, -
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- 595 views
Does anyone have a small demo that shows the "Group" constraint doing what it does?
Last reply by robcat2075, -
- 6 replies
- 1k views
Heya, all-- Is there a "from the beginning" tut anywhere on how to construct a rig from the ground up? Thanks, Rich
Last reply by Darthlister, -
- 5 replies
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Hey all, I seem to be getting sort of an "equal but opposite" reaction when moving certain bones--like cameras...after many frames of sitting still, if I want the bone or camera, etc. to pan or move in a certain direction, in the chor, I'll make the move then, when keying through the chor, I find that the bone has, before the previously mentioned keyframe, moved an *opposite* direction in the same distance so that, by the keyframe, it's back at the starting point to do the move I had originally intended. ?? I'm able to obviate this somewhat by going into the timeline and straightening the bone line out, but it's getting frustrating. Almost as if the prog…
Last reply by Darthlister, -
- 5 replies
- 920 views
Hiya all, Is there any way to minimize the above? After every click, bone move, etc., AM seems to recalculate before allowing me to change anything. Is there any way to minimize this? Is it an issue with particles? Rich
Last reply by robcat2075, -
- 3 replies
- 567 views
Hi- I am working on a big scene in A:M where coins fall in mass to form a logo...I am using Newton Dynamics to make the falling and bouncing actions and that is working great- the PROBLEM is that I am piling-up my choreography-PWS with lots and lots of coins... I did about 1/10th the logo so far and used 40 coins, so I figure 400-450 coins will eventually be needed... Now, I work in Adobe After Effects a lot and one of AE's more useful abilities is that of 'Nesting Comps'...meaning, you can 'pile-up' a comp with 100's or so layers, then import it to a second comp and it appears as only one object. Fantastic concept. I am trying to do this now in A:M and not gett…
Last reply by heyvern,