A:M Rigging
Rigging & Relationships
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Hi guys, I'm working on an anime style head, and I found myself thinking it might be easier to just not have an eyeball, and instead make the eye part of the face. But to do it that way would require me to use a bone to control the position of the decal for the pupil. I can't figure out if this can be done, or how to do it. Any thoughts?
Last reply by mtpeak2, -
- 12 replies
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I need some help with some rigging experiment please. I have set up a model for a moving background. The idea is to use it for speedlines or a lift going up and down without moving the person in the foreground. So I constrained the first bone of the model of the lift to a circular path and also to a aim roll at constraint to a null in it`s middle, in order to have it always point in the same direction while circeling. The model itself is intented to fill up the circle entirely lateron.( not finished yet) Each segment has its bone which is attached to its parent bone in a chain. I would like the first bone segment to drag all the other boned …
Last reply by jakerupert, -
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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, -
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, -
- 12 replies
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Hi- Going thru and learning new stuff via the Saucy(SOCCE) rig at Mechadelphia's website... which is an awesome resource! http://mechadelphia.com/2014/12/the-saucy-rig/ The image says it all... I am not getting my weights to copy with percentages when I run the MirrorBones plugin. Is this the way it is supposed to work?
Last reply by John Bigboote, -
- 11 replies
- 920 views
ok ive been thinging if using the aim at constaint with the gun is a good idea. this is what ive come up with so far. i just cant figure out a way to make it work when the gun is being held by a model such as tom. here is the model. Gun_8.mdl
Last reply by KenH, -
- 11 replies
- 1.3k views
Does anyone know a good tutorial ( I don't have the cash for tsm) for setting up a rig that goes from A to Z. I'm having alot of trouble with A:M's auto assign bones because it always grabes mesh in parts that I don't want it to. And my character has a vest, so this is making things really hard. Will this pan out with cp weights (which is also refusing to work)? Also I'm having trouble desiding how I'm going to manage the vest. Should I use constrainted bones or try my hand at fabric to get a more realistic look. Any suggestions?
Last reply by NickHutson, -
- 11 replies
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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, -
- 11 replies
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Hi, For the scooter I'm doing, is there a constraint I can use so that when the scooter goes forward, the wheels rotate?
Last reply by Steven Cleary, -
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- 11 replies
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Say I have three bones next to each other in a vertical arrangement. The center bone is the control bone. The outside bones have constraints of "orient like" with target center bone. Now, as you change the orientation of the center bone, the outside bones will follow. Swing center bone left, both outside bones swing left. Swing right, etc. How can I get one of the outside bones to orient inversely to the center bone? So when I swing the center bone left, one of the outside bones will swing left, while the other outside bone swings right?
Last reply by Eric2575, -
- 2 followers
- 11 replies
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Hi folks. I'm working on a digitigrade character - a bird-person who stands on their toes as birds do, rather than flat on their feet as humans do. In effect, the knee is further up the leg, and the ankle acts as a reverse-bending knee. Look at the leg of a bird or hind leg of a dog to get the idea, if this description is unclear. If you want to see the model in action, a short 3Mb anim of it dancing can be found here: http://www.chromatic-dragonfly.com/newljst...imbusdanceB.avi Anyway, the model's been rigged using Eggington's 2001 rig, very similar to the one on the Hash 2002 (v9) CD. With some adjustments, the legs work ok, but the problem is that the nulls that …
Last reply by 3DArtZ, -
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So, I've got a bunch of bones representing a cloak. Those bones are constrained to control bones, and the constraints have been set with various degrees of lag to make the cloak flow more realistically. However, for certain kinds of quick motion, there are times when I need to minimize the lag. Ideally I'd like to have a "cloak lag" percentage pose, allowing me to shift from low lag to high lag as the animation requires. But since lags are a sub-property of each individual constraint, I don't see a way to separate these into their own pose slider. Does anyone know a simple way for me to selectively control my constraint lag? I realize there might be a clumsy way…
Last reply by robcat2075, -
I purchased a copy of TSM2, and in my excitement it never dawned on me to read the fine-print ( ) Seems that it won't work with my version of AM (10.5 I know, don't laugh, I don't have the cash to upgrade yet) Anyway, does anyone have a copy of TSM1 that works with 10.5? I'd be more than happy to make an even swap. The program is pretty useless to me, whereas version 1 would be extremly helpful. Anyone wanna do a trade. Straight up, no bull. I just want a copy that works with my version of AM and am willing to trade fair-and-square.
Last reply by Ilidrake, -
- 11 replies
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Okay, here's the problem. I've created a new on/off pose relationship/control for a model. What I want to do is turn on 'Render as Lines' for a group and then set it off in the off position. Here's the rub, the control or setting 'Render as Lines' is NOT visible from the pose... even after I click the 'show more than drivers' icon. Can this be done? or am I stuck using some kind of workaround, such as a separate model for the item I want rendered as lines and just turning it on/off in the choreography? Any ideas would be welcome... thanks!
Last reply by mtpeak2, -
- 1 follower
- 11 replies
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I'm trying to learn to do rigging on a simplified object, no fingers or feet, but I am interested in doing the more sophisticated kinds of things like switching back and forth between FK and IK on a particular limb. What is your suggestion for the best way to set this up? Do I make my geometry bones completely separate from a set of IK bones and a set of FK bones, and then enable and disable constraints to make them active? Or do I just use one set of bones and enable and disable locking to convert an IK hierarchy to FK? I've used the 2001 rig, but I was really wowed by TSM rig. (Too bad they've dropped support.) I'm interested in also adding some of the squash …
Last reply by itsjustme, -
- 11 replies
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I would like to constrain a wheels bone to rotate on the x-axis like the roll of the rollhandle of the bone of a steering wheel, but am lost on how to set this up. ( see attached picture ) Any hints anybody?
Last reply by jakerupert, -
- 1 follower
- 11 replies
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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, -
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- 11 replies
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I know you can assign CP's to bones but can you use an expression to make a CP always stay at the base of a NULL??? If so I would appreciate an explanation of how to do it please.
Last reply by HomeSlice, -
- 11 replies
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I've created a MultiD Relationship using Holmes' excellent instructions and tutorial, for the purpose of controlling the opposite movements of the mouth corners in a face rig. It appears to have gone fine, except that when I open the model in an action or chor, the controller null is rotated slightly (though in the rotation settings they're all zeroed) and grows to enormous proportions, i.e., the r, g and b lines that radiate from it are like six feet long. I can post screenshots but I wanted to ask about it first in case there's some generic explanation. I'd also be happy to post the project file. I'm tempted to just delete the relationship and recreate it from scra…
Last reply by Gerry, -
- 11 replies
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For some reason I can't seem to get the feet to stick to the ground when I move the body. Haven't set any constraints on the legs and body parts yet, just have the IK and Aim At on. Anyone know what I'm doing wrong? brown_recluse.zip
Last reply by robcat2075, -
- 11 replies
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There are two things I'm considering doing with the model I'm working on in my Hit-and-Run work-in-progress, but I don't know if they will give me problems when it comes time to rig the character. First is trying to do something other than the standard T pose. I find the T pose makes it a lot harder to position bones correctly for the shoulders, and slightly harder for the elbows. The normal approach is a cylinder for the body, and then cylinders coming out for the arms using 5-point patches to match up the cylinders. I was instead thinking of having a T with only the shoulders, and then the arms descending from the shoulders; sort of like a cylinder for the b…
Last reply by Gerry, -
- 11 replies
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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, -
- 10 replies
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after staring at loads of tutorials i am beginning to wonder if i have missed something fundamental somewhere.... i need to use a Null, attached to the wrist of a character so that i can move the entire arm and hand model realistically, but i can't find out how to do this! I can create the Null, i just don't see how it relates to the model. I'm not using any pre-made skeleton, as the model does not lend itself to that, and because i think you learn more from making your own than by dragging in anothers. I am also finding the concept of modelling in one window, and adding constraints in another to be rather bizarre...maybe i'm just not in the correct window? …
Last reply by lightningad, -
- 10 replies
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Hi folks - I'm trying to rig a character to behave like the rig that was used in the Animation Bootcamp exercise 1. It has one null that control the squash and stretch of the ball. I have successfully managed to get the character to squash in the the 'Y' direction via a pose slider. Now I want to - 1) Have this pose control the 'X' and 'Z' as well to have the character expand when he is crushed. 2) Control all of this via a null. I've picked the Ball rig apart and only can see that the pose has a transform constraint for Y. And I see no way for the Pose to be constrained to the null that I've created. Any suggestions? Doug
Last reply by modernhorse, -
- 10 replies
- 1k views
I'm trying to rig a bouncing ball. I've set up squash and stretch, which is pretty easy. What I'm trying to do now is allow the angle of the squash and stretch to change without rotating the ball. Any ideas?
Last reply by 3DArtZ, -
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- 10 replies
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Modeling of "The Tin Woodman of Oz" (TWO) movie characters has begun. One of the big goals of TWO is animator training. Rather than try and pick a single rig, we've decided to try them all. That way, animators can experiment with what kind of rig they like best, and be able to talk intelligently about the different methods. So, you rig designers need to decide which character would best utilize your rig, and call dibs on it. We would expect you to rig that character and champion your rig throughout the animation process. That character will become your baby.
Last reply by entity, -
- 10 replies
- 945 views
i have some models i made and some that i edited can anyone rig them for me ?
Last reply by Symbiot2006, -
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- 10 replies
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David after the rig is installed, what bones are actually tied to the cps of the mouth, and eyebrows? I have been playing with muscle poses but I wanted to play with all aspects. and are any of the pose sliders and face interface tied to any of the bones for the pose? Steve
Last reply by Shelton, -
- 10 replies
- 1k 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 Ilidrake, -
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- 10 replies
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Okay here I go again with a question I have been to scared to ask for ages. I have had AM for nearly 4 years and I always give up when it comes to rigging a model. when it comes to Attaching the CP's to the bones I always get CP's that don't look like there are attached to the assigned bone. but when I check the messy Control points weight the reading is always 100%. ( see the Attached picture.) The left thumb has assigned CP's but you can see they have mind of there own. I have spent hours with the putty dude add back bone tutorial assigning bones and getting the same messy results. I sometimes wonder if the people that made the rig dont' want it reused. Even …
Last reply by mtpeak2, -
- 10 replies
- 519 views
O.K., Lets see if I can stump you guys & gals. I have for better or worse created poses (relationships) in Version 13.0J (the newest one). Can I combine the attributes inside (Eulers, orient like, etc.) into one folder / pose that I can then import into a choreography. Or do I have to add each one individually - or re constrain? Enquiring minds want to know. Thanks
Last reply by UNGLAUBLICHUSA, -
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- 10 replies
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He suggests an intermediate bone. I am including 2 screen captures, one of my rig 'standard' and one with the Snoswell method overlayed for reference. I am looking for feedback on what you think of this concept and AM ways to do it. EDIT: I also added a version I am trying to replicate the Snoswell way in AM.
Last reply by UNGLAUBLICHUSA, -
- 10 replies
- 1.2k views
I dimly recall there is a way to make Selection Sets in A:M and someone described it here on the forum. Can anyone point me to that? I tried searching for it but didnt' get meaningful results.
Last reply by robcat2075, -
- 10 replies
- 832 views
Inspired by Matt's work seen in this thread: Fisheye Lens I have built a wide angle lens gizmo. It uses both changing lens shape and changing index of refraction, which is kind of a cheat but looks good. To use: add to your choreography constrain to your camera- both translate and orient the "wide angle" slider controls the amount of lens distortion - no effect at zero and super fisheye at 100 The "lens distance" slider controls how far the ben-lens is from the lens of the camera, adjust it until it covers the field of view of your camera. ben_lens.mdl Here's a quick sample of no lens effect to full lens effect widelens.MOV
Last reply by ypoissant, -
- 10 replies
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I've noticed that Ben and I kinda made it hard to find the latest version of our 'Fisheye Lens' so here it is with a little more revision to it and instructions for use in V15... IMPROVEMENTS: I just turned all the options to 'OFF' in the model so upon render it will not tend to 'cast shadows' -'receive shadows'- 'cast reflections' or 'cast occlusion' so now it might render a little faster. INSTRUCTIONS: (Note: This is a V15 model so it may not open in previous versions...) 1- Open BensLens4.mdl and drag it into your choreography 2- Right click on it's shortcut in the PWS and select 'New/Constraint/Translate To' and select the camera as the target... 3- In…
Last reply by photoman, -
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- 10 replies
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I am kind of stuck on this. I can't quite figure it out. I have a cable connected to the base of the head of my terminator model and it needs to be flexible with a chain of bones and connected to the bottom of the neck/top of the chest at the other end. How would I go about setting this up? It is a flexible cable... but a little stiff. It isn't limp. To create the "stiffness" I'm only using 3 bones in the chain... this keeps the cable from flexing too much... but I still need to keep both ends locked to different bones or parts of the skeleton that move independently. I started out with a single chain coming down from the top at the base of the head. the last bo…
Last reply by heyvern, -
Resizing rigs
by MJL- 10 replies
- 922 views
Gene and I are conspiring once again, and I'm trying to help by making a couple of variations of the elf model, shorter, fatter etc. I had no problem changing the mesh but I had to move some bones. I could find no way to select the whole rig in bones mode, so I had to move one bone at a time. Shorter, I had to rescale leg and such and drop the arms. Keeping the bones in approximately the same relationship to the CP's assigned to them. But they ended up being difficult to animate with. I'd be willing to bet that this is ground that has been traveled before by someone, and was just wondering if there are any tips or suggestions that someone might share. thank You…
Last reply by NancyGormezano, -
- 10 replies
- 1k views
Hi All This is probably a dumb question, but I can't seem to find the answer. How do I deselect control points when rigging a model. I'm re-rigging the pink piggies hand, I needed the palm to face up. I turned the hand up and am trying to re-rig the hand. Some how when I selected the middle finger end bone and the nearby control points, most of the models control points were also selected. Now I can't figure out how to keep the finger control points selected while deselecting the rest of the control points. I've looked through the TAOAM.pdf and the TECHREF.pdf files and can't find the answer. I'm sure it's probably easy, but it's driving me crazy. If you h…
Last reply by earthquake, -
- 10 replies
- 1.5k views
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, -
- 10 replies
- 1.8k views
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, -
- 10 replies
- 415 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, -
- 9 replies
- 1.1k views
My project asks for three pelicans. Now that I'm done rigging the first one, what's the procedure to copy & paste the rigging to the other pelicans?
Last reply by Dhar, -
- 1 follower
- 9 replies
- 877 views
TWO Director, Bob Taylor, wants to meet on Skype with the riggers, (that'd be Mike, David, and Mark). So you guys need to download Skype, and post your Skype name in this thread. Also, what's the best time to get all 3 of you together? (Remember to include PST, EST, MST, whatever).
Last reply by itsjustme, -
- 1 follower
- 9 replies
- 1k views
I am just doing this for fun... but... Anyway... Here is an animated GIF that describes what I am trying to achieve. [attachmentid=10423] How would you go about getting that type of constraint at the base? I admit the illustration is "incorrect". One side would be "shorter" than the other and cause a slight "tightening" of the chain due to the difference in distance from the top to the connection at the base. I tried using a shorter chain of bones between the two chains and used a kinematic constraint of the last bone of each chain to the last bone of this center chain. It sort of worked... but not quite. If I offset any type of constraint …
Last reply by Paul Forwood, -
- 9 replies
- 1.2k views
I have wasted a whole day trying to get my head around surface constraints! The task is a simple enough one: Constrain pupils to an irregular eyeball and drive them with pose sliders or an eye target. I can get it to work just fine as a stand-alone eye model using pose sliders but within my model the constrained pupil bone always flips 180 degrees. No matter what I try it just won't work! It's like there is some kind of alien intelligence at work!!! All the bones involved, (pupil-bone, surface-bone and pointer-bone), are on the same level of the hierarchy, parented to the head-bone. If I use a dome for the pupil the domed side will always flip s…
Last reply by Fishman, -
- 9 replies
- 740 views
I'm looking for an A:M user adept at rigging models (mostly cartoon human and animal) who would be willing to rig some of my models. I've used Anzovin's TSM2, tried to create my own custom rigs, have studied tutorial after tutorial, have experimented with smartskinning and bone constraints, and have achieved mixed results in my rigged models. I've come to realize that my grasp of creating control bones and use of nulls and fan bones is going to be long in coming. I understand that rigging is a deep and complex area, but my needs are probably pretty basic for someone with rigging experience. Thanks, Chris
Last reply by 3DArtZ, -
- 9 replies
- 996 views
I'm working on a model of a trout, and I've got the model and texturing down. Now I need to rig it so that I can start animating. I'm not very good at rigging, so if anyone could give me some pointers, I would be very appreciative. I want to animate as few bones as possible to make animations smoother. The current problem I have is that, whenever I turn a bone along the body, there is a noticeable crease that forms. I've worked a bit on it with bone falloff and CP weighting, but I just lack the experience in this area to make it look believable. I tried looking for a good fish bone system on the CDs, but I couldn't find one.
Last reply by nixie, -
- 1 follower
- 9 replies
- 1.1k views
Hello all, I was wondering what is the best way of modeling the eyelids when first creating head. I want to create enough CPs for animating the eyelids, but not too much that the model becomes complicated. Can anyone direct to some examples I could look at? Thanks
Last reply by GraphicAnime, -
- 9 replies
- 962 views
I have installed the (v12_2001 Skeleton_Squetch_five_fingers) with (12_FACE_with_bones_12_05_2007_installation) and the Relations group order are different. In what order should they be to make them work right?
Last reply by itsjustme, -
- 2 followers
- 9 replies
- 1.1k views
I placed Rabbit into a new project (I have all rights to Rabbit). I then imported the Walk Action from the Hash Folder and the resulting action has Rabbit twisted into a pretzel with no changes made by me. Attached is the project. This is version 10.5. Any help would be appreciated.warpedrabbit.prj
Last reply by kalibur,