A:M Rigging
Rigging & Relationships
Subforums
-
- 4.9k
- posts
-
- 40
- posts
573 topics in this forum
-
- 1 follower
- 0 replies
- 485 views
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, -
- 1 reply
- 464 views
Hey. I have managed to restrict an bone movement by using Manipulator options, so that my bone eg rotates in z axis. But my question is that: is there possible to restrict the movements even more? like the bone is allowed to move up to 22'?
Last reply by agep, -
- 2 replies
- 456 views
AFAIK, an animated distortion box has to take the form of an action object which means it has to be animated in the action, which means it can't be manipulated in the chor. Am I wrong? Is there a way to include a distortion box in the rig of a character such that I could keyframe my distortions in the chor?
Last reply by 3DArtZ, -
- 1 reply
- 455 views
Here is one more update on the lens toy. The zip contains the model file and a .exr image file used as a map. benlens4.zip I have decoupled the index of refraction from the wide angle setting. There is now a slider that lets you set the index of refraction. I have added faceting with a displacement map. "Bugeye-number" drives the number of facets. "Bugeye-strength" drives the strength of the displacement. Here is a quick test. NO wide angle, refractivity of 5%, ramping "bugeye-strength" from zero to 10. buglens.MOV
Last reply by John Bigboote, -
- 3 replies
- 443 views
I'm touching up a shoulder joint and want to add a smartskin to control outer-shoulder CP position when the arm is straight down. The position of the arm (and therefore all arm bones) is controlled by a hand null. When I go into the smartskin relationship window (for the bicep bone) I cannot move this hand null to get the arm into the down position to be able to apply the smartskin. Do I have to add the smartskin to the bicep bone prior to all arm rigging to get this to work? Thanks for any help. Mark
Last reply by amarillospider, -
- 1 reply
- 436 views
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, -
- 2 replies
- 436 views
When i make a pose slider to control the color of a group, and set it to be full white at slider 100% and full black at slider 0%... why do the curves for the RGB channels represent the white at 100% as 0,0,0 and as -255, -255, -255 for the black at 0%? What is the reason for that offset?
Last reply by robcat2075, -
- 1 reply
- 434 views
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, -
- 2 replies
- 428 views
I have a head model that I've tried adding a tounge to. The tounge has all the relationships and work with in the model. My problem is the tounge never moves with the head. I've given the main bone in the tounge two constraints, Translate to, and orient like the head bone. I am baffeled in that the tounge never moves with the head. Any thought wise ones?
Last reply by rbjohnsn, -
- 0 replies
- 414 views
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, -
- 10 replies
- 412 views
Animation Master - Project1 - [Choreography1 [Shortcut to Camera1]] 2022-12-09 20-41-29.mp4 EDIT: see video in 11th post for problem and solution
Last reply by robcat2075, -
- 0 replies
- 399 views
(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, -
- 1 reply
- 397 views
Error loading string is the problem I recieve when placing a constraint on anything in choregraphy. The constraint still works but it's a problem to figure out whats what. Anyone else having this problem? I have v13, haven't updated to v13c yet.
Last reply by 3DArtZ, -
- 1 follower
- 2 replies
- 393 views
Im trying to fiure out how to do the fan bones Will Sutton talkes about on his magical cd Do you asiegn cp's to them ,if so is there a movie or tut showing placement of them anywhere .I realise modles are differant but it would help me a hellova lot to see it done .Will explains the orient and placing the bones but don't go into the cp's .Thank's for any guidance
Last reply by steve392, -
- 1 follower
- 5 replies
- 384 views
Does anyone know where I can find a comprehensive break down on rigging for HASH or something that is compatible with Hash rigging? ... or is Rigging all the same no matter what 3D software your using?
Last reply by detbear, -
- 0 replies
- 383 views
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, -
- 11 replies
- 298 views
Well, it seems as I encountered a point of complexity I was afraid of to start with. 😽 Always facinated by waves rolling on the beach, I wondered if there was a good way to translate it to animation. The commen way would be to exclude the directions on which these forces have grip on eachother. Knowing it is almost impossible to subtract these I gave up. There are several forces at work so to keep it as simple as possible. I tried some squares with rigs to get a relief, but soon I detected I could not use CP weights, as the number of changes needed to happen on each frame. Then I decided to give it a try in the hard way, and rigged a new "Aladin magic car…
Last reply by Madfox, -
- 9 replies
- 297 views
Hey everyone! I've been searching the forums for tutorials on rigging a quadraped like canines and felines, beasts of labour etc., but not necessarily long neck animals like giraffes or brontosauruses Didn't come up with any results except for discussions on a few areas of quadraped rigs Has there been any tutorials made on the subject?
Last reply by kujaibacha, -
- 3 replies
- 264 views
I manually weighted the lo-res model. Transfer_AW interpolates those weights to the hi-res model. I tweaked just a few CPs after Transfer_AW's result.
Last reply by detbear, -
- 2 replies
- 242 views
Hey everyone. I know that I can "Mirror Constraints(which is an awesome feature)......But I was thinking that there use to be a "Mirror CP weights" function somewhere in A:M. But I can't find where that is if it's actually a feature. Anyone know where that may be? Detbear
Last reply by itsjustme, -
- 9 replies
- 192 views
Hi , I like to constraint a null within a certain distance from another one. It should be free to move within that spherical space. Are there any ideas how to accomplish it with the available constraints?
Last reply by robcat2075, -
- 2 replies
- 164 views
A past Live Answer Time session discussed rigging and animating a Rubik's Cube. I am just now getting that LAT session posted... @Tom
Last reply by Tom, -
- 2 replies
- 119 views
I have a little problem importing and preserve models I have made with A:M 16.0 . For some reason the A:M v19.5 imports the model, but all feet targets are lost. It might have something to do with the new soft body option. Might be a version conflict, not sure. In v16 they import well.
Last reply by Madfox,