A:M Rigging
Rigging & Relationships
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573 topics in this forum
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I am using a:m 15c with mac os 10.4.11 and while in an action window cannot find the icons to choose a single bone, bone heirarchy, or whole skeleton keyframing option. Where are these located?
Last reply by rusty, -
- 2 replies
- 552 views
I've created an action where I set up constraints for cog joints. But how do I create an On-Off switch for it in User Properties or in the Pose Sliders window?
Last reply by Gerry, -
- 12 replies
- 1.5k views
Hi All, OK, I worked up this tutorial on how to model and animate a simple piston assembly like in your car or something like that. This is not an exact setup but simply uses an "aim at" constraint and then uses keyframes for the animations. I might work one up using expressions or a rig...we'll see. Simple Piston Tutorial OT: It's funny when you listen to yourself recorded because I sound ridiculous at times...losing my train of thought...going off on tangents, but hey...isn't that how it always goes when your doing 3D? Cheers, Eugene
Last reply by cuboos, -
- 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, -
- 1 follower
- 5 replies
- 570 views
What would be the best constraint to use for a simple knee joint? I need to constrain the legs of a Star Wars Imperial Walker. You can see the model in this thread: http://www.hash.com/forums/index.php?showtopic=25070 I wasnt going to bother rigging the model since I only need one walk cycle, but when creating an action, the legs twist all over the place. Im just getting back to AM after an extended hiatus (Im still using 9.5) and im VERy rusty, especially on rigging (modelling is my strength). What constraint would be the best for restricting the leg to only forward and backward movement (no side to side)? Would greatly appreciate ANY imput p…
Last reply by ars, -
- 1 reply
- 723 views
I know that Mike, and David Rogers, and Sam, and John, and David Simmons, and Mark, and Raf, and several others have your own rigs. Go over to the "Hash Movie Project/General" thread and sign up for which characters you want. There's more than enough room for everyone, and the animators look forward to trying and comparing the different rigs.
Last reply by 3DArtZ, -
- 6 replies
- 1.1k views
O | |-- /\ Ok, when I move the lower arm to face straight up from the elbow, the shoulder twists messing up the splines. Is there a way to avoid smart skinning to fix this problem? When I use smart skin to try and fix , I notice a new problem occures. When I try to animate the arm, it ceases to move or sometime jumps off the screen. I tried usen the shoulders and tried without. The arms are not connected to the body either. (To answer questions readers may ask) I'll post a photo if that would help, just ask.
Last reply by 3DArtZ, -
- 1 follower
- 5 replies
- 992 views
Does somebody know of a shoulder rig which allows the clavicle to rotate as a result of the bicep rotation? When the arm is straigh down, the clavicle should rotate down some in Y, and when the arm is up the clavicle should also rotate some upward... As far, my bicep is a child of the clavicle, so I am trying to avoid circular dependences. Thank you in advance, Gustavo Muñoz
Last reply by GusM, -
- 1 follower
- 3 replies
- 859 views
Thanks everyone for your rigging and modeling advice in the past! I've now come to the fun part of rigging and skinning a character: shoulders. I have a character wearing a t-shirt and am looking for the best way to deal with arm roll deformations (i.e. how to make the shirt *not* roll when the arm does). So far, I've culled ideas from a few different sources and have implemented fan bones and smart skins to good effect for basic up/down front/back movements. Naturally, all this goes out the window when his arm bone rolls...and it does. What are some approaches to this problem that have generally worked in the past? I've considered adding a separate bone for the shir…
Last reply by SplineSoup, -
- 1 follower
- 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, -
- 5 replies
- 779 views
Hi: I remember the Veggie Tale characters eyes.. when the character was 'thinking' or showing some hold-pose reaction to somethign said or done the eyes changed rfom the spheroids to squishy half-moon, or slightly indented.. If you have seen veggie tales you may be able to understand what i discribed above. My question though: the veggie tale eyeballs are spheroids and the eyelids are half circled that roll over to cover the eyes (from waht i can see).. but when you squish the eyelid to indent, the eyeball should theoretically pop through the lid unless you squish the eyeball sphere into the eyelid so it is covered by the lid. Since these two objects …
Last reply by itsjustme, -
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Greetings! Since I couldn't find any posting about this and came up with a working solution I thought I'd share - hope this is the right place for it. The problem was: How to easily animate an analog clock (hour/minute hand) without having to calculate movement. Think of a "time-lapse" kind of animation that should show a realistic time of day. My solution: 1.: create two bones in the clock model: "MinuteHand" and "HourHand" and attach the CPs. 2.: create a "percentage" pose on the model, call it "TimeOfDay". Use "settings" to set te maximum value to 1440 (60*24 minutes to cover the entire day) 3.: select the minute hand bone in the relationship and …
Last reply by robcat2075, -
- 2 followers
- 15 replies
- 5.3k views
I know there's a few automobile modelers on this forum, this thread is for them. While animating a car turning a corner on my city street back lot, I realized that keeping the center (black) bone of a model tangent to a sharply curved path only produces believable results for short (in the Z direction) models. When a longer object, like a car (or pickup truck), goes around a tight curve both the front and rear wheels do a lot of sliding with respect to the ground. After some experimentation, I have a suggestion that may require some (perhaps painful) re-working of existing models but will pay dividends if you want your models to turn tight corners convincingly and ste…
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- 10 replies
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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, -
- 16 replies
- 2.4k views
TaoA:M places a good deal (if not all) of Rigging into it's second section which concerns itself with Modeling (the other two sections being Animation and Technical Direction). This certainly works for categorization purposes but I've long felt that rigging often falls in the realm of Tech Direction more than anything else. This is partially I see that rigging can require a sizable investment in time and attention. Perhaps I have been mistaken. In considering how to best move forward with TaoA:M updates I'm wondering how best to approach the subject of Rigging especially with regard to it's relationship with Technical Direction. Certainly, the basics of rigging…
Last reply by Roger, -
- 1 follower
- 8 replies
- 1.8k 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, -
- 1 reply
- 769 views
hi all, I have a bone that is a parent to several other bones. I want to be able to scale the parent bone without the child-bones scaling. I want them only to translate (expand). Is there a way to "lock" the scaling of bones? Do I need to make an expression or is there some constraint to do the job? This is for my face-setup. I want my lip-control bones to not scale so that the lips always stay the same thicknes when I scale my mouth bone (the parent). thanks.
Last reply by Fuchur, -
- 4 replies
- 558 views
Here is a ZIP containing two example setups that show a way to limit "scale to reach" constraints. The first example is just setting an adjustable lower limit and the second has both lower and upper limits. I used these types of setups for the "scale to reach" poses on the limbs and in the bicep flexing in the Squetch Rig (the bicep flexing limits are in the next release). I made the examples in v11.1, so that anyone that can use the Squetch Rig can mess with it. The null named "Controller" is the manipulator, the "controlled_bone" is the bone that gets limited. Hope this is helpful. scale_to_reach_limits.zip
Last reply by Kamikaze, -
- 13 replies
- 3.6k views
I made a skeleton for one model, and have several other models that are similar. How can I save the skeleton and use it in another model. Is there a way to export just the skeleton?
Last reply by NancyGormezano, -
- 1 follower
- 5 replies
- 655 views
I'm using the walking ball model from the uberABC bootcamp forum. I ran the ball off the screen from left to right. Then I tried to turn him around and found that his/her main shortcut bone had been left behind. It doesn't move with the physical ball. The ball rotates around the bone as its center in a wide arc, then the program crashes. Anybody know what's going on? And how to fix it.
Last reply by JohnnyB, -
- 2 followers
- 10 replies
- 1.2k views
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, -
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, -
Nerrazzi, is this what you wanted for shoulder movement?
Last reply by trajcedrv, -
- 3 replies
- 574 views
I have this nice model i made in AM but dont realy know how to rig and dont want to realy learn it im too lazy could someone rig it for for me. Here is a picture o the model. O ya and i model only for now but would realy like to try somethings on teh model but dont have it riged.
Last reply by 3DArtZ, -
- 1 follower
- 6 replies
- 900 views
So hashers, I need a principle check here to make sure my idea for rigging this part of a model will work. I would like to rig two tubes, one inside another with "spline lines" around the outertube. I would like to have both tubes move by using a null grabpoint in the middle of the outertube, with the ends of the tube pointed at nullachors; or as it will be used attached to geometry. Now what I think I need to do is use IK and orient-like constraints and compensate mode to IK the second Bone chain ,which is the inner tube, to the First Bone Chain (Outer) which has the middle bone of it iked and "orient-liked" to the nullgrabpoint. With the ends bones of each chain aimi…
Last reply by TheJunglist, -
- 2 replies
- 1.3k views
I have been trying to rig a coffee cup man: http://www.hash.com/forums/index.php?showt...t=0entry98508 Running into some problems I got some good links on rigging from Fishman: The problem I see is to follow those tutorials. It is just text and images. I believe you need a program with a little more action to tell others how to do it. Emilio Le Roux has done a great tutorial: http://www.moscafilms.com.br/emilioleroux/...spherizecat.htm He is using the free program Wink: http://www.debugmode.com/wink/ Perhaps someone else have some links on good rigging tutorials and how to make easy to follow tutorials?
Last reply by seven, -
- 5 replies
- 699 views
I have completed modeling a simple camel that I am having trouble rigging for animation. I have invested in the Anzovin CD-Rom tutorials and have invested numerous hours on cleaning up my initial rig with constraints and smart skinning. At this point I am spinning my wheels repeating the same processes (mistakes) over and over again. I am unable to figure out how to assign bones to control bones properly to get the desired effects and smart skinning continues to contort the model haphazardly. Can someone send me a link to an "idiot's" guide to rigging or would anyone be interested in being paid to rig my model for animation.
Last reply by cribbidaj, -
- 5 replies
- 724 views
Hi all Can anyone kindly instruct me on on - how I can rig and apply Constraints to the hands of a clock so they both pivot from the centre and hence tell the time? It will be nice if they can both be rigged in away where one lags behind a few frames Thanks Jof
Last reply by MMZ_TimeLord, -
- 2 replies
- 690 views
I need a tut showing me how to rig the face and head. My model has eyes I want to be able to aim and the mouth and teeth. Neck I am not sure where to start and I dont see a face tut anywhere listed. Thanks!
Last reply by TheSpleen, -
- 11 replies
- 1k views
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, -
- 8 replies
- 923 views
hey all, I've got this pudgy bald warrior guy with armoured shoulder pads and I want to rig it so when his arms get raised above shoulder height, the pads tilt with the arms. Any ideas on how I can rig this? thanks, Mike
Last reply by 3DArtZ, -
- 16 replies
- 2.4k views
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, -
- 8 replies
- 901 views
Okay, I just used the 'Squetch Rig', and before I go further, I would like to say that it is great, easy to set up and control. Now for my question. After I rigged my character up, I went to the action window to see how everything was working, and see what smartskin I had to apply, and this is what I found [attachmentid=11857] Now I know why the stomake is skinny, that is one of my poses, but what I don't under stand is why my models feet turned sideways, and why the arms detached from the torso (I didn't attach them in modeling, but did place them inside the torso) To give you a better Idea of what you are looking at, here is what the model window looks li…
Last reply by itsjustme, -
- 1 follower
- 11 replies
- 1.1k views
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, -
- 60 replies
- 4.5k views
I thought it would be best to place this in the rigging section - I am doing a simple rig of my own for learning purposes. The penguin is not terribly complex and I think I can get by with fewer bones - flippers only have 2 bones, for instance. I am noticing something odd, though. Currently, I have my hierarchy set up this way: Head Neck Torso 2 Torso 1 Pelvis Left thigh Left femur Left foot Each of those bones in the list is a child of the one above it. However, in the properties panel when I turn on "attached to parent" I notice something odd in the case of the neck and head bones: when "atached to parent" is turned on for th…
Last reply by robcat2075, -
- 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, -
- 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, -
- 5 replies
- 916 views
I've had some luck rigging hair guides to bones with Expressions, but I've hit a snag. If anyone has ideas, please post them here. Here's how to get started: -In Modeling mode, create a new bone chain. Match the bones to the default positions of the guide hairs' control points. -In Skeletal mode in an Action, Pose or Choreography, jiggle the position of the bones to create Rotate channels for them. -In Grooming mode, jiggle the positions of the guide hair's control points to create rotate channels for them. -Select the first hair guide CP in the PWS, and bring up the properties window. -Leave the Rotate properties unexpanded, so that they're all on the…
Last reply by mtpeak2, -
- 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, -
- 9 replies
- 1.4k views
Have you seen the Pigeon Impossible video? More relevantly, have you seen the PI blog videos? There are a couple on rigging which might give you some ideas (episodes 9, 10, maybe part of 11), even though it's made in XSI. http://www.youtube.com/view_play_list?p=19E7DC81F6D1D522 I can't remember which episode it was in, but there was also a rigging trick that prevents legs from snapping when the IK controller reaches its maximum length. Chris
Last reply by itsjustme, -
- 1 follower
- 5 replies
- 387 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, -
- 4 replies
- 577 views
hello... I'd ke to rig a vehicle so when it traves down a road and hits a bump the body moves differently than the frame of the vechile..like shock and springs connect the two....would this best be rigged (lag cnstraints?) or just posed or action made of the movement? Thanks all, Michael
Last reply by entity, -
- 6 replies
- 789 views
i found this while looking for tips on animation aumong other things. http://www.computerarts.co.uk/tutorials/3d..._complex_joints
Last reply by UNGLAUBLICHUSA, -
- 7 replies
- 1.4k views
Hey guys, I thought I'd make the chapter that discusses installing the IK rig used in the Cog tutorial available for people to look through. It's based on the hash 2001 rig or the Egginton Rig. I thought that this might help people who are just coming to terms with rigging get a little bit more comfortable with the idea that rigging doesn't have to be all that dangerous to do on your own http://www.3dartz.com or direct http://www.3dartz.com/CogRig.html Thanks and let me know if there are any questions about rigging in general that people would like to discuss. Mike Fitz www.3dartz.com
Last reply by 3DArtZ, -
- 17 replies
- 1.5k views
I've recently finished modelling a female character, entitled Camilla. Up to now, I've only rigged simple things, like bugs and the stuff out of the tutorial, that don't have fanbones, CP weighting and smartskinning. That's all changed now, I've jumped in at the deep-end of the modelling pool, and loving it... splashing around, desperately trying to keep myself from drowning. I've got some questions, that I can't seem to find any answers to... 1. I use the action screen to pose my character whilst CP weighting, the character looks like she's been in a train wreck. Is there any way to reset the pose back to zero, without having to do it manually joint by joint. …
Last reply by Krazyman, -
- 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, -
- 2 replies
- 541 views
I bought tsm2 and the weight mover, both are awesome. I can rig bipeds easily but I have never rigged a animal before. I am have a little problem setting up the front legs on the cartoony dog and generally setting up the whole rig to work properly. I would figure it out eventually but I need to figure it out quickly. does anyone have any animals, bugs, birds, snakes, fish and even a trex rigged up with tsm2 that i can look at? update: this is for our series idea for the broadcaster, time is a issue Or any suggestions! Thanks in advance!!
Last reply by kuep, -
- 8 replies
- 1.2k views
Ok I am trying to set up a rig for a character. and there are a decided lack of tutorials on the subject. I do not want to use the HASH rig unless I know how to make it myself. I found the how it works page but that seemed kind of lacking. I would also rather avoid SmartSkin if I can at all help it as well. So any suggestions where a rigging N00B might find some advice
Last reply by fredfrid, -
- 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 followers
- 3 replies
- 3.1k views
Hey everyone! I'm working on rigging a character for an upcoming short film and have a puzzle to bring to the table regarding hip/thigh rigging. While rolling the thigh bone on my character (and pretty much every library character), I observe a disconcerting tendency of the pelvis to simply collapse. To remedy this, I'm exploring the use of a chain of "fan" bones to distribute the roll of the thigh along a series of thigh cross-sections, giving the hips a much-needed break. I've currently tested my design with a simple tube model and the results look promising. It basically works like this: A chain of roller bones is constrained to the thigh and the thigh geometr…
Last reply by SplineSoup,