A:M Rigging
Rigging & Relationships
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i have a robot with joints that have euler limits, they just can move in one axis. i want to add a dynamic constraint, but want that constraint to also accept the euler limits... right now the dynamic chain works, but in all directions. any ideas?
Last reply by John Bigboote, -
Sometimes when dissecting and otherwise looking through models I come across a bone named COG in capital letters. But I can find no documentation as to what COG's are. Are they relics from an earlier time in A:M's history? Can anyone enlighten me?
Last reply by robcat2075, -
- 8 replies
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Hello, Is there anyone who knows how to do with expressions to size a bone between two nulls? thanks in advance. Malo:)
Last reply by John Bigboote, -
- 16 replies
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I made a model, and attached a Cape to it. When I made it I wanted it to drag around the model. As I'm not so familiar with the Flag and Pole, I used just a part of double vertices to use as Cape. I divided all the sides with a lead_bone to use a necklace and the lower (divide bones) part called leadbone, and a first bone to change the secondary part, to be able to lengthend the falling parts. My first model attempts were based on this setting. Later I thought it would be good to use the Dynamic Attachment to the lower part of the Cape. I used only the lowest bone for dynamic Attachment and add an inforcement of 15%. Before I did this I changed all the se…
Last reply by robcat2075, -
- 7 replies
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Hi all. What's the best way to avoid wantint to putt all your eyebrow hair out when having tow characters physicallly interact? Using kinematics to keep them connected, but running into my models turning into rubber bands if I move one or the others juuust so... Rich
Last reply by robcat2075, -
- 6 replies
- 2.3k views
Recently, I was befuddled trying to get eye-highlights to show up consistently. Naturally, I played with my eye geometry's specular settings... adjusted lights etc but I was never really happy with getting a consistent highlite in the eye... essential to giving the 'spark' that helps make the eye look glossy, alive, vital, sharp... etcetera. Since my initial effort was to make an illustration, I automatically thought- 'oh, just add it later in Photoshop.' But when I considered animating the scene I decided I needed an 'always on' solution, so I modeled it as a simple lathed circle with 100% ambiance. SO- I simply made geometry that would guarantee the highlites 'ever…
Last reply by John Bigboote, -
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A simple-case demonstration of how the results of the two techniques differ. CPWeighting_vs_FanBoning.mov search tags: CP weights weighting Fan Bone Fan-Boning Fanboning Original: (above) Updated: [quicktime]http://www.hash.com/forums/index.php?act=attach&type=post&id=61324[/quicktime] From left to right: -The original CP weighted model -the original fan boned model -a dense mesh weighted with Bone Falloffs from just two bones -a dense mesh weighted by the AW_Transfer plugin using just the 3-spline-ring fanbone model as the source.
Last reply by robcat2075, -
- 33 replies
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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, -
- 2 replies
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I have somehow managed to move all the bones in a model down ,I need to kno how to move them up again thank,s for any help
Last reply by steve392, -
- 6 replies
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Hi this is probably a dumb question, but how do I make the geometry of a hair emitter render as invisible while the hair still shows through? I thought maybe the transparency of the geometry could be set to 100% and that wouldn't affect the hair emitter. Upon a multi-pass rendering, the hair disappears. I feel like there is a simple answer to this... This model was made before I discovered the treez plug-in, by the way... Adam
Last reply by NancyGormezano, -
- 1 follower
- 13 replies
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One approach to rigging a book with pages that need to turn and not look like cardboard. I did this for Kevin Detwiler's "Adventures with Boomer" show. RiggingABook.mov Here's a shaded render of the book and page turn in action. The edges of the pages were set to "render as line" so they would appear to have slight thickness as real pages do. pageturn.mov
Last reply by Rodney, -
- 1 follower
- 4 replies
- 2.2k views
A:M Technique: Smartskin & CP Weighting is back online! 2 hours of video https://youtu.be/gkBmYlRwP_8
Last reply by fae_alba, -
- 29 replies
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It ought to be possible to have two separate bones Aim At each other because that would not be a true circularity. But A:M doesn't allow it. hmmm...
Last reply by Rodney, -
- 1 follower
- 17 replies
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Hi Everyone, I've posted Part 1 (of a three part series) of my free Character Rigging tutorials entitled: "Rigging Basics" at my web site. Link to the "Rigging Basics" index. I want to share what I have learned so far about rigging in A:M with everyone that wants some help in the area. I've written these tutorials with the complete rigging novice in mind so if you don't know anything about rigging you characters in A:M then these tutorials may be of some use to you. I'll be making minor revisions to this section in the next few days so if you spot any areas that need some clarification or correction, please let me know and I'll do what I can…
Last reply by robcat2075, -
- 6 replies
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I have an effect I would like to try, like a video/slide projector projecting imagery onto 3D geometry from it's unique perspective... only then rendering this scene from a 2nd camera. I've read the manual entry called 'Front Projection Maps'(page 546 in mine) and it shows how I need to specify the target for the projection (like the screen) and I can see the effect working- but once I jump to a 2nd-alternate view camera I lose the effect. Wondering if instead of a camera, I should use a light? ... or is there a way?
Last reply by robcat2075, -
- 4 replies
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http://youtu.be/3xklaT-gJNM Joe McPeek demos the ease of use and wonderful end-product of Mixamo.com's free rigging service. The end result, as demo'ed is an incredibly flexible ready-to-animate character. But I don't think the bones and weights and constraints would transfer over into A:M's unique language. Also- I don't think the end result provides any traditional animators 'handles' for hand key-frame animating. Instead, this setup is ideal for BVH motion captured actions, which gamers are ga-ga for, apparently. Anyways, it is a quick video... a good insight to see what the world of rigging has been evolving into, and what I consider a 'dream' rigging utilit…
Last reply by robcat2075, -
- 17 replies
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A recent topic which I cannot at the moment relocate, bemoaned the lack of trajectory display in A:M. There were suggestions about hiding parts of your model and using onion skin, but those didn't satuisfy me. So I built a little joint tracker. This is a prototype model, but it shows the possibilities. How To: 1. Add joint tracker model to your Choreography 2. Constrain root bone of Joiinttracker to bone you want tracked 3. Turn on wireframe or combo display mode 4. Turn on tracking pose in Joint tracker model you should now see a realtime motion arc for ten frames before and after the joint. I built this in v12, but it shouldn't matter. edi…
Last reply by Bendytoons, -
- 16 replies
- 2.1k views
I'm trying to mirror the rig I set up; only the legs mirror - hands, feet etc. do not stick; also, the carpal bones don't reproduce. Any ideas? I've uploaded the model if someone would like to have a look. Thanks much. Worthless.mdl Worthless.mdl
Last reply by Douglas Ferrin, -
- 8 replies
- 2.1k views
Hey Guys, So I'm wondering if anyone has ever constructed an eye/ lid/ cheek/ brow setup where the lids move with the eyes. Something like in this link: https://www.youtube.com/watch?v=TAZIvyAJfeM Would really like to find out if anyone has setup something similiar. Or if not....Any help in this direction would be awesome. Thanks and cheers, William
Last reply by detbear, -
- 1 follower
- 11 replies
- 2.1k views
I have been modelling the B9 robot from Lost In Space over the past week or so. I was wondering if anyone would have any ideas on how to best rig his arms? If the arms were strictly mechanical in nature, than that wouldn't be too much of a problem. But since his arms were essentially flexible ducting with a human arm inside, it was very flexible in nature. It could be fully extended or retracted, and when extended could move around with total freedom. Any ideas or suggestions would be greatly appreciated. Below are some pictures of his arms in 'action'. Thanks... Al Extended Arms Retracted Arms Arms Extended Straight A…
Last reply by Tralfaz, -
- 19 replies
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The Train Wheel Rig – An alternative method for and elbow / knee joints Updated 11/15/12 with missing model file I came up with something that I though I’d share with the rest to you. The problem I wanted to solve was that the methods for rigging a joint like an elbow that I’ve tried (Fan Bones, CP weighting) all result in a collapsing geometry at the site of the joint. Then I'd have go back and repair the geometry with oodles of smart skin especially when I have a char with thick / muscular joints that have CPs far from the bicep / wrist bones to begin with. So here’s what I came up with: The Elbow / Knee Type Rig: Using an elbow as an example, I h…
Last reply by 3DArtZ, -
- 2 replies
- 2k views
The first part of a tutorial on tank treads, getting the sections to loop in order on a path... clip4176BuildingTankTreadsB.mp4 This tutorial includes use of... Project WorkSpace and its timeline model and bone duplication applying constraints in an Action Path constraint Aim Roll At constraint Aim At constraint Compensate Mode OFF constraint order and re-ordering Curve Editor Curve Post Extrapolation
Last reply by markarjun, -
- 1 follower
- 29 replies
- 2k views
Hello - It's been a while since I posted on this forum. I've been slowly trying to develop characters for a music video. The attached is a 'Conductor' character (un-decaled) that I'm pretty happy with spline-wise, but rigging is another issue. I've tried educating myself on the topic of rigging using various sources - "Art of A:M", a Fan Bone tut from a 2005 3D Mag issue, Matthew Krick's wonderful online tuts, various CD-ROMS purchased from the Hash site, including Raf Anzovin's, etc. - to various degrees of success. Though I feel my best efforts came using the Matthew Krick tuts, I'm still not satisfied. The attached model has a basic rig and some fan bones …
Last reply by cribbidaj, -
- 1 follower
- 1 reply
- 2k views
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, -
- 18 replies
- 2k views
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Last reply by Rodney, -
- 17 replies
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Hi Hashers!!! No keys / all automatic animation, is constructed on expression (were used only Sin () and Cos () functions) USER GUIDE 1) To load the project walkdesigner2.prj ( link below) 2)!!!! To switch off the button "Animate Mode" (on the top panel " Manipulator " 3) To select model WALKER in chor window and to switch on a panel of sliders (pose sliders panel – “Alt-4”) 4) Press Play the button Moving sliders we have an opportunity to adjust parameters of gait in Riltime. If you switch on the button “Animate” and will to operate sliders You will write down animation keys. Further, by completing a complete skeleton with automatic…
Last reply by Willi, -
- 9 replies
- 2k views
This is a branch off of John (aka Pitcher)'s topic about exporting rigs as I don't want to take that one off topic. In that topic I was exploring the thought of using Named Groups to drive Control Point assignments to rigging. To be honest I thought this was a really old methodology but in my review of the exercises from TaoA:M etc. I can't find any reference that actually uses that approach. I ran a few tests and in my effort to explore more deeply (exploring the idea of having image settings drive CP weighting) ran afoul of using features I've never used before (resulting in a crash to the desktop). Ah, now we are getting somewhere! So this topic is a p…
Last reply by John Bigboote, -
- 2 replies
- 2k views
What happened to it? You used to be able to be in a model window and activate a non-orthographic view by toggling the \ (backslash key) but I see it does not work that way anymore... seem to remember a thread discussing it's new assigned hotkey. WHY would Hash move it? The feature has not been eliminated has it? I'm sure I could go into the interface and reassign it to be where it once was...
Last reply by John Bigboote, -
- 26 replies
- 2k views
hi people, here is a simple muscle rig. maybe someone can use it. the principle is that there is a bone that scales. make a new action with the model. muscle.mdl
Last reply by bentothemax, -
- 6 replies
- 2k views
Is there a way to snap bone joints to specific locations in bones mode? I mean, apart from the number boxes in the properties panel (which provide all the joys of character rigging in Microsoft Excel). I fully expected an option to snap joints to spline points—that way you could make a rubber band figure and snap-snap-snap together a skeleton in no time. But I can't find anything like that in the program or in the manual. What tricks do you use for the purpose?
Last reply by nemyax, -
- 2 followers
- 21 replies
- 2k views
Now that I am half way throw rigging my model with the squetch rig. I was hopping someone knows of a skeleton rig that conforms to a real human skeleton geometry. Thou I do like the squetch rig It is a lot more then I will need for my hobby project. Ever thou I would like to adapt the hand and feet gizmo’s and some of the face controls it’s a bit more then I need. The stretchability is a little more then I need. Even thou I will probably finish it as I go along for the experience. Dose any one know of a rig with the proper offset hinges for the knees, hips and shoulders? Or do I have to make one my self?
Last reply by DJBREIT, -
- 7 replies
- 1.9k views
Steffen Gross' Transfer_AW plugin can simplify weighting complex meshes. It's been around for a while but I don't think most people are aware of what it does. Basic Workflow: 1)Make a fabulous model with all the splines you need. Group it and name it "hi-res" 2)In the same model window, make a simplified version of your mesh with just enough splines to hang on a rig. Group it and call it "lo-res" 3)body parts that you don't want to influence each other can be given names like hi-res_leftleg and hi-res_rightleg 4)Attach and weight the lo-res mesh to your rig's bones. 5)Transfer_AW will transfer the weights from "lo-res" to "hi-res" and figure out all …
Last reply by John Bigboote, -
- 6 replies
- 1.9k views
Hi Everyone, I was just wondering if the setup machine is no longer compatible with Animation Master as it seems to crash whenever I try using it with A:M 17. I haven't encountered any issue with it when I was using an old version like 11 but I can't even get the rigger to load without it crashing anymore... Maybe there's something I have to do to make it compatible in 17? I don't mind boning everything by hand, but this was a neat tool before when I tried using it to rig a model quickly... Thank you everyone
Last reply by Kombowz, -
- 3 replies
- 1.9k views
Well my friends, it's me again with another question that is probably simple, yet it eludes me. I have my model all rigged on the LEFT side and finished the Relationships completed and working well. I have flipped the Rig to the RIGHT side and looks good. In the process it Flipped the Relationships also. No problem. Saved as new model under diff. name...Then when brought in the old LEFT side Rig it only brought the Rig, NOT the Relationships. So my question is how can I get the LEFT Relationships into the same New model with the Right ones. I have opened both Relationships to Edit, Tried 'command C' (Mac) Then Paste 'command V' in the new with a…
Last reply by itsjustme, -
- 15 replies
- 1.9k 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 adamP, -
- 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, -
I'd like to know what everyone would like in a rig? FK setup, IK setup, basic fan bones, heel setup, torso and head control bones or all of the above? I'm working on a rig right now that I plan on adding all of them, most of it is in place. Is there anything that you can add to the list? I'm planning on putting it up on the forum for testing this weekend. I would appreciate some suggestions.
Last reply by pancho simpson, -
- 1 follower
- 7 replies
- 1.8k views
Greetings Oh Great Wise Ones: Got a problem giving me a headache, have been ReRigging a model following'Barry Zundel' training. All is well until I get to the Elbow. In an action the elbow moves to the from NOT the back. Any suggestions on how to get it to go the right way.
Last reply by Walter Baker, -
- 0 replies
- 1.8k views
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, -
- 13 replies
- 1.8k views
I'm searching for a way to write an expression that will use the Rand() function to set a value once at the beginning of an animation but not keep setting the value on every frame. I can use If() to test if we are on the 0 frame and stick my Rand() thing in the "True" case section and If() will return that random value, but when we are not on frame 0 and If() tests to "false", it returns a 0 as a value rather than no value at all, which causes the random value set in the intial frame to be overwritten with 0. There doesn't seem to be a way to safely store the initial random value for later use. Is there?
Last reply by robcat2075, -
- 10 replies
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Hi, this is a more or less advanced question, but maybe someone can give me a hint in the right direction. I am setting up a simple own rig in a percentage pose. (I think it ineeds to be one to be able to blend between the two states... My simple IK-Chain-Setup (an Arm or something) contains of two bones in a row, a null-aim at the end and an elbow-aim-bone. I use an AimAt-Constraint to point the upper arm at the elbow aim and a IK-constraint to point the lower arm at the IK aim. This works. But now the tricky-part: How do I blend those Constraints that they will blend the motion and not just pop into position on a higher enforcement-level thatn 0%? …
Last reply by mtpeak2, -
- 2 replies
- 1.8k views
A thought occured to me. AM has been using the same ol' yellow fella forever now. I'm just curious would it be possible to create a morphing rig? One that could be rigged to change shape and apperance. Fat, skinny, tall, short....change eyes colors, hair styles (helmet hair)...something like that.
Last reply by robcat2075, -
- 6 replies
- 1.8k views
xhttp://youtu.be/DkSeWGv_E48 I see at AEScripts.com they have version 2 of the Newton Dynamics engine available for AE for $250. V2 is the newer version (I don't think we have) with joints and bones... it came-up in a discussion Vern and I had YEARS ago on this forum about making a dynamic 'rag-doll' model... that could be rolled down stairs and such with dynamic reactions for comedic purposes. At $250, makes A:M look like a bargain in that ours is true 3D whereas AE's is a 2D dynamic engine. For new users, Newton Dynamics does stuff like this: http://youtu.be/O2OynevFsF4?list=PL8436A345ABE90D98
Last reply by John Bigboote, -
- 1 follower
- 8 replies
- 1.7k views
A simple question, that propably has a really simpel answer, but this has had me puzzled: How do I scale a complete model (including all bones) in Model mode??
Last reply by Tore, -
- 14 replies
- 1.7k views
Ok, I am completely lost when it comes to rigging. I modelled a really cool character, textured him but then when it comes to rigging. Forget about it. I spent 6 hours copying Shaggys rig onto my character then doing the relationship manually and man did I waste that 6 hours. At the end of the 6 hours when I went to test to see if he worked. I moved the pelvis down and it moved the entire model! The feet wouldnt stay on the ground! What is that! I would try to do a walk cycle and man I dont even want to tell you what it looked like. I dont know what I should do to rig like Raf Anozvin, I watched some of his tapes on rigging but I didnt understand all of it…
Last reply by paulmcg1, -
Fan Rigging
by Dhar- 16 replies
- 1.7k views
My Pelican's neck creases and collapses when I move the bones. I read in another folder that fan rigging solves such a problem, however when I added a fan rig ro each joint the problem persisted because I don't know at what parameters to set them. Also, do I need more than one fan rig for each joint? And which direction are they supposed to point to (away from the fold or into the fold?)
Last reply by Dhar, -
- 3 replies
- 1.7k views
Hey Guys, I have a winged character and I set up a few poses for wing positions on the "right" wing. I figured I could copy/ paste mirrored the keys in additional poses so that the "Left" wing would have the same poses also. Is there a way to get this to work. I tried to copy the bones on the keyframe in one pose and "paste/ Mirrored" in a different pose. But that doesn't work.. Do I need to renaim the bones a certain way? I remember doing this operation with cps fine. But bones don't seem to paste mirrored. Nothing happens at all. Thanks, William
Last reply by robcat2075, -
- 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, -
- 6 replies
- 1.7k views
Hello all- When I activate the obj sequence exporter from the choreography(rt-click chor, Plugins, OBJ ...), am I supposed to get all of the models and their actions in that choreography contained within 1 sequence of obj files? I know there are 3 options... all in one...single models... and single models in one obj. None of them seem to give me what I expect, which is the same models in the same relationship to each other and doing the same actions as I animated together in the choreography. I'm thinking it is meant to be a 'one model/sequence at a time' exporter as opposed to the entire choreography (minus lights, cameras of course) Anyone else happen across…
Last reply by John Bigboote, -
- 7 replies
- 1.7k views
I've started rigging my models for the Woke Up Dead feature. Normally I would use TSM2 but have become rather frustrated with it. It works good but I find it hard to customize. I started by rigging the legs of my Latimer model and have started with the arms next. And this is where I have stopped LOL. Rigging has never, ever, ever been a strong point for me and I think it's high time I learned a little something more about it. So my question is do you guys have any good starting tuts for rigging a human arm? I want a simple, functioning rig with no bells or whistles. And if it's in a format besides a mov file that would be great because I am totallly cramped on bandwidth r…
Last reply by robcat2075,