A:M Rigging
Rigging & Relationships
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It looks like i am going to buy tsm2. i see there is a couple of weighting solutions out there to. The weight mover from Anzovin the joint tutorial from 3dartz I would like to have system that works with simple to complex characters, is reasonablly easy to use and is tranferable in a production line. The weight mover seems quite versitile Anybody that has tried to weight a complex character knows it can be a nightmare and takes a lot of time. Could i get some feedback on these products or suggestions? tx
Last reply by 3DArtZ, -
Along with TSM2 Anzovin used to have a tool called wieghtmover or something close to that. Anyone know where I can get a copy now?
Last reply by robcat2075, -
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After seeing how some other apps(ikinema within modo) are using distortion meshs for joint and full body rigging as opposed(or in conjunction with) features such as bone-weighting, smartskin, fan bones... I've been looking into the prospect of doing something similar in A:M. I am stuck early in the process and wonder if smarter riggers might know of a way... I will attempt to illustrate what I am trying to do here: I have modeled an arm and gave it some simple bones. I could have started with an existing rigged model and used the arm bones as they are... I decided to keep it simple for the purpose of illustration.
Last reply by robcat2075, -
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As I've been reading the posts in this section I keep running into the term "fan bones." I've searched the documentation included with A:M and the forum, but I haven't found a description of what it means. Can anyone enlighten me? Charles Bandla
Last reply by HomeSlice, -
- 1 reply
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The file code for bones and nulls is very similar except that bones are called SEGMENTs and nulls are called NULLOBJECTs. I've found that I can turn a null into a bone by changing those XML tags. However, nulls also have one other property: UserMoved=TRUE which is inserted if the NULL has been moved from its default creation point. This would seem to be already apparent from the position information of the null, so I'm wondering what does this extra bit of info get us? Why is it needed? Name=Bone1 BoneColor=255 0 0 255 Start=-12.519 6.36753 -0.16241 Rotate=0.164182 -0.687782 0.686078 0.171162 Length=13.1039 Name=Null1 BoneColor=…
Last reply by mtpeak2, -
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What is IK Damping? It has something to do with avoiding "IK pop"? I can't see an obvious difference when i have it ON or OFF.
Last reply by robcat2075, -
- 15 replies
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I've noticed that there are many types of rigs out there, so I was just curious about what rigs other users use for their characters.
Last reply by adamP, -
- 5 replies
- 857 views
I've noticed that there are many types of rigs out there, so I was just curious about what rigs other users use for their characters.
Last reply by entity, -
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Does anyone know what rig Jeff Lew uses in his training video? I watched it over the weekend and it seemed so easy for him to use. Granted, he is experienced. But I liked the elbow targets, nulls to control the feet and just the seemingly simplicity of it all. I working through Mike's tut now and I have TSM2 as well. Rigging is the one thing that is literally killing me. I haven't done much animation excecise yet simply because I haven't rigged any of my models to my satisfaction to where I can work with them without them getting in the way. Someday someone will automate all this to where it works perfectly the first time!
Last reply by pixelmech, -
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so i started rigging my model and accidentally zoomed way out and saw the bone sitting out there. i moved it around and then closer to my model and it became huge, apparently when i move it it changes its size. i cant scale manually. if i delete it my model completely gets removed from the project. when i hover the cursor over it it say (model name: rotation object) should i just ignore it?
Last reply by sir fen the usa, -
- 3 replies
- 825 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
- 616 views
Hi all, I needed a slight break from TWO and my brother his son and I are finally trying to create our own first "very" short animation. For them it's to introduce them to A:M (I talked my brother to buy A:M about 5-6 months ago). For me, I'm finally going to create an animation with the goal of making my props and main character model. I made it last night. It's an inch worm. I've never rigged anything like this and I'd appreciate any help in how I'd go about it. My nephew drew the rotoscope references and my brother tried to model it but he's not quite ready for faces yet so I did it. It's not great but it's a start. I can rig the head fine but it's th…
Last reply by Jeetman, -
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Both my aliens have the same dynamic constraint on their antennae, but on the red one it seems to get stuck in his head and never come out. And what do we need to do to make v11.1 dynamic constraints behave like v10.5's? 11.1 seems much floppier. Increasing "stiffness" doesn't seem to get me anything. antennatrouble.mov
Last reply by robcat2075, -
- 3 replies
- 725 views
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, -
- 3 replies
- 856 views
I am ready to rig my character now. Should I lay in the spine first then arms ,wings and legs. I know I can drag and drop for the hierarchy, but is there an order people generally follow when laying out bones to minimize the need to do so?
Last reply by Scottj3d, -
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Can anyone explain this to me? Two bones, siblings of each other. the left one is "aim at" constrained to the right one, with offsets (so it maintains it's original direction in relation to the target bone) so far so good. but as I lower the enforcement of the constraint, the bone veers from its original direction, then snaps back right at 0% You can't say it was returning it's original direction, it was there already. Is this a feature or a bug? And if it is a feature, what purpose does it serve? Is there a workaround? constraintmovement.zip
Last reply by Maszie, -
- 5 replies
- 728 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, -
- 2 replies
- 656 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 jakerupert, -
I am wondering how to constrain the feather control bones on my wing. 1 through 3 are a chain. 4 through 8 are intended to pull the feathers (mesh) into a closed position. I am not sure which constraint to use to make the bones 4-8 stay in place on bone 2 but move inward similar to bone 3 when bone 3 is pulled into the folding position. As the lower shot shows the bones in question move with bone 3 but do not pivot as if attatched to bone 2. Is this also a problem of hierarchy where I need to drag 4-8 under bone 2 in the PWS?
Last reply by Scottj3d, -
Anyone have a tut or example of how to rig a wing on say a bird or something? I've been trying but rigging ain't my strong point so some guidance would be most appreciated.
Last reply by markw, -
- 4 replies
- 916 views
I have a very simple rig in this character which uses knee targets, which are children of the pelvis. The left and right knee rigging is identical but I am getting this problem with the right knee only. Any insight into the cause would be welcomed.
Last reply by Paul Forwood, -
- 13 replies
- 1.2k views
Well, I got some crazy ideas at the Southeast user's group meeting that I put together along with a couple tricks of my own. Weight mover did a majority of the work - my tests with Thom were transfered directly to the main model. There are three bones overlaying the 'bicep' position. The largest is the main control bone that drives the full shoulder. Next is the orient like bone (with Store Roll off - thanks guys, didn't even know that was there!), with the actual geometry bone as a child. That bone has a Roll Like to the controller. This is important because bone weights apply to all three dimensions - the bone structure is what does the decoupling so that …
Last reply by OdinsEye2k, -
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Hello folks. I'd like to share a model file that I made. The purpose of this model is to create an on-screen motion arc, so that you can refine the swing of your character's limbs. It's an animation aid, in other words. Here's how to use it: On frame 0 drag and drop the Z-arc model as an action object into your Action file. If you're working in Choreography, just drop it into the Cho. Apply a Translate To constraint to the little bone floating above the floor (name of bone = Zarc the lad). Dab the eyedropper onto the bone of the body part of your character whose movement you'd like to refine. As you advance through your animation, Zarc will follow the lim…
Last reply by strohbehn,