A:M Rigging
Rigging & Relationships
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Am I imagining this or is there a setting somewhere which allows a preroll for dynamic bones before frame 0? Maybe the preroll setting was just for particles. Not sure.
Last reply by Paul Forwood, -
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I'm playing with Dynamic Constraints and now I'd like to reproduce one of the simpler examples in the Tech Talk #3 Video; the one where thee bones collide with a one patch surface. What ever I try, I'm unable to make it work. I have set Object Collisions to ON, but What else do I have to do? What is the obvious think I'm missing?
Last reply by HomeSlice, -
- 12 replies
- 1.2k views
I just love that DYNAMIC CONSTRAINT! I use it all the time, EVERYWHERE. Want to make your character look drunk for hoots? After animation is done... put a DC on it's head control-bone, switch it to 'Spring' -turn gravity OFF and set a angle limit (around 30 to 40 deg) hit PLAY and be ready to GIGGLE! My question is about the 'Collision Detection' feature on the dynamic constraint... what does it look for- geometry/mesh or other bones? Is anyone able to say 'Yeah- I use it all the time- it works great! Here's the trick!" Just wondering!
Last reply by Gerry, -
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- 2 replies
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I've been playing with the Mass property on the Dynamic Constraint and I can't see that it makes much of a difference no matter what the mass is (1 - 1000). Does anyone have any examples of where the Mass actually affects the results of the simulation? Does it make a difference only in certain situations? Thanks,
Last reply by HomeSlice, -
- 5 replies
- 802 views
Okay folks, maybe someone can help me understand this better or show me what I'm missing. What I want out of this is a chain that can be pulled taut as if pulling something. I also want it to appear like a chain when it's tension is released. I have a chain of bones that I have the last one in the chain dynamically constrained to a null. This is VERY similar if not identical to the third "Tech Talk" tutorial on dynamic constraints by Bob Croucher. Here's the rub. When I pull the null above the anchor (attached mov file) or try and straighten the null (as in the attached jpg) the chain starts to pull away from the null as if it's on a spring and not attached…
Last reply by serg2, -
- 4 replies
- 848 views
Another "useless" useful trial [attachmentid=15746] [attachmentid=15747] lights.mov lights.zip
Last reply by NancyGormezano, -
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- 3 replies
- 649 views
HI- I've been noticing that after running a SSS(Simulate Spring Systems) in V15.0i that the bounciness and springiness that I set on my dynamics is somewhat reduced. So much that I then unsim and adjust my springs to be springier still...but thats a game I don't want to play. I did a forum search and found this old thread: http://www.hash.com/forums/index.php?showt...amic+constraint but it does not cover this problem. I do have hair in my scene, but it is always OFF for my simulations. I DO remember to set the choreographies/dynamics/reduce keyframe errors from .1 to zero... but I'm wondering if I should be toying with the 'Rigid Subsamples' and 'Rigid …
Last reply by jason1025, -
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Just wondering if other folks are noticing this: I use the dynamic constraint...a lot. I will notice that I get a lot less 'action' from it once rendered than I do in the animation preview of the choreography...it's almost as if the settings are changed or its losing momentum in the rendering environment or something. I tried a 'Simulate Springs' but I don't think that applies to the Dynamic Constraint...is there a workaround to getting the same action from your preview into your rendered final animations?
Last reply by John Bigboote, -
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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, -
- 1 follower
- 4 replies
- 836 views
Here's the dilemma, I thought it would be fun to add a tail to my recent block rig character. It seemed to work very well in the chor and when rendered to file using realtime shading. However the dynamics goes CRAZY when rendered to file in final shaded mode. Here are the examples. It is relataed to the Object Collision because there is no problems when it is turned off. I've tried several collision radius and bounce and friction settings, and most work reasonably well in shaded/preview mode when rendered or just playing back in the chor. PS, forgot to mention it's v12.0 s Collision Off http://renderwild.com/3d/no_collision.mov Collision On http:/…
Last reply by TacoBallZ, -
- 4 replies
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OK, so I have a foil, boned it, rigged it and set up some smartskin to allow for flexing. What is the best way to rig this for 'automatic' dynamic flexing? I have 2 control bones - one for translation and rotation and another to control the bending. piratefoil_0000.mov
Last reply by robcat2075, -
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- 13 replies
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I have something I would like to do in my rig for my goat. He has pompoms(longer hair) below his knees that comes down and covers the top of each of his hooves. It's made of surfaces, not a hair emitter. I would like to rig the pompom (blue in the attached model) so that it has some dynamic secondary motion. I've not tried this before. I presume it can be done with dynamic constraints, lag, or who knows how else. I would be great if it could use collision detection with the hoof so that is looks simi-realisticly like hair bouncing and swinging around as he walks and runs but does not intersect the hoof. I have included a project file with the leg bo…
Last reply by itsjustme, -
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- 3 replies
- 784 views
One of the most easiest way for wheel path rotation I found is: 1. Make sure the bones of each wheel is the correct way(point 2 will tell you) 2. (Roll)Constrain all other(3) bones to 1 (wheel)bone. 3. Make an action, Z-rotate 0,-90,-180,90,0 (You could set the last number(0) to a slightly higher number like 4 or 5...) 4. Set stride-length ON, measure the radius, 2.r.pi = stride-length Niels
Last reply by nimblepix, -
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I want to make the mouth for the "O" phoneme a little rounder but not sure where to do it. I've been experimenting but not saving as I didn't want to break anything. I started out trying to edit the phoneme relationship itself, but then decided that I needed to alter the mouth constraints. However I'm at a loss as to whether I should edit the Mouth Corner Constraints, or the Face Control Limits. But I'm leery about altering any of this stuff, I know it will come back to bite me. Then I wondered if I should just animate the cp's in the O phoneme itself and not mess with the bones. I think ultimately this would be the easiest fix. Anyone have any advice or opinion…
Last reply by Gerry, -
- 1 follower
- 8 replies
- 940 views
I'm trying to make a simple eye target 'aim at' null. I made one for my first robot and it worked perfectly. The second robot is a copy of the first. I added to eye bones under the head bone. Assigned cps to each eye target bone. Added a null. Did new pose > on/off. In the pose, select eye bone, new constraint, aim at - click null. BOOM - eye moves back behind model??? Both do it. Didn't do it on other model though. This seems fairly straightforward, I can't imagine what the problem is...any ideas?
Last reply by pixelmech, -
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Hi again. I made this short tutorial on expressions hopfuly to stimulate some positive debate on How to use the Expresions in AM. As a school student I hated Maths( I thought) later in life I found it was my maths teachers I didnt like. when I hit 40 I started to learn C and C++. My tutors were more human and I got to love the world of maths and programming. 20 years prevoisly I studied electronis and I enjoiyied the learning and the maths. It was fun because the maths made sense. If I wanted to know how much liquid I could get into a can all I needed was the formula for the Volume for a cyinder. The good thing at the time was that I didnt have to remember the formula o…
Last reply by yardie, -
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- 11 replies
- 1.2k views
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, -
- 1 reply
- 765 views
I have uploaded 4 visual tutorials on how to use the expressions in Animation Master. I have tried to make the tutorials easy to follow for those that do not like maths. If I get enough feed back both good and bad I will add more. To make it easy for those that hate the maths some of the expressions used in the tutorial are in the video description for those that want to copy and paste. If you save the clips to your favorites you only have to remember were there are if you need to experiment with expressions. If I do not get any feed back then I will still add more tutorials but they will be hided form public view. I put them up there mainly for myself to save me havin…
Last reply by Rodney, -
- 8 replies
- 891 views
Basically what the subject of this topic says. How would I set up an expression on a bone so that for each degree I turn the handle of the bone, it's scale in local Z axis scales up a set number of units (the bone gets longer by an inch or foot or whatever as per degree of rotation). I'm trying to set up an infinite scale control on a bone without using pose sliders. Thanks in advance.
Last reply by Steven Cleary, -
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- 524 views
I get a syntax error upon any attempt to refer to the Transform.Translate.<whatever> of a layer in an expression. Example: create a new project, add a layer to the choreography, try to use an expression to set the camera's Transform.Translate.X equal to the Transform.Translate.X of the layer. Syntax error dialog. Try setting it to the Transform.Translate.X of a light. No problem. I'm just trying to figure out if this is a bug I should report, or if there is a reason for this behavior that I don't understand.
Last reply by ronburk, -
- 2 replies
- 589 views
I have a model with a bone for each eye with an aim at constrain and the target is a null ,but Im geting the cross-eyed look .If I was to put a null for each eye and another null what would I need the constraint's to be then and would that stop the cross eyed look ,such a lot of questions , appreciate your help guys and gals edit , its working fine now ,must have been just in that action file ,strange strange strange
Last reply by steve392, -
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- 1 reply
- 712 views
I have a cool model designed rig and all ready to go and I am able to stretch the eyes to size of socket, but I want to be able to keep eye bones locked on eye nulls constant. Every time I go to a new pose or action I have to manually aim bones at null to control eyes. I see other people have this set on in user properties but I can't figure it out to set up. Do I have to redo all the bones in eyes to do this? Any help would be greatly appreciated. Animation master still rules.... Ren[attachmentid=9578]
Last reply by Chairoscuro, -
- 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, -
- 4 replies
- 573 views
Is there an easy explanation on how to rig (Shaggy in this case) the eyelid to follow the eye and blink at the right point all the time. Characters in SO do it right with the auto_eyelid_main_controls. I have tried a couple setups with no success. Michel
Last reply by Animus, -
Eye Target
by Dhar- 8 replies
- 575 views
My searches aren't finding any eye target tutorials. I would like to simply target the eyes bones to a null and have them follow that null. After creating pose.relationship, constrain each eye bone to Aim at the null, in Action neither eye follows the null. What am i missing?
Last reply by detbear, -
- 1 follower
- 8 replies
- 774 views
I have installed the face rig in a model and I am having trouble with the eye targets. The eyes are crossed. If I take the enforcement to "0" the eyes are straightened. If I take it to 100 they cross. I have tried to edit the relationship but I am not having any luck. Any help Steve
Last reply by rusty, -
- 2 replies
- 662 views
I have read and read and still do not know how to get my eyes to look at the null. can someone please please make a tut only for rigging eyes?
Last reply by TheSpleen, -
- 4 replies
- 774 views
I'm trying to constrain two bones to follow a null in an action window, with an "Aim At" constraint, for controlling eye direction of a model. All of which works fine and well. However when the model containing this setup is opened in a Chor this constraint no longer works. How should I be doing this?
Last reply by markw, -
- 1 reply
- 524 views
I turned on the FACE Rig via the Pose sliders and the FACE 'plate' shows but none of the nulls show. This was working fine last night. What have I done? Cheers
Last reply by higginsdj, -
- 8 replies
- 815 views
I have created a character whose face is simply a decal. I would like to learn how to animate a face using decals. If any of you have seen the short film Batman: New Times on the internet, then you will understand the look I am going for. I am just learning about rigging and relationships so I am probably going about this thing completely wrong, but this is what I have tried so far. (I got the idea from the teapot example in Chapter 8 of David Rogers' Animation:Master - A Complete Guide.) Based on the original decal, I created 4 more decals of expressions for happy, sad, surprised, and angry. I numbered these images along with the original base image and i…
Last reply by 3DArtZ, -
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- 17 replies
- 3k views
I am starting somewhat of a face rig. It is going to be a small amount of bones and a lot of pose sliders. I want to do Face cam and nulls to activate the pose sliders. Face cam no issue. Nulls activating pose sliders big issue. Can some one direct me in the right direction Steve
Last reply by 3DArtZ, -
- 2 replies
- 602 views
Has anybody ever applied the method of facerigging described by Jason Osipa in his book"stopstaring" to AM probably by using expressions? If not, why? ;>) Jake
Last reply by jakerupert, -
- 7 replies
- 836 views
I am seeking some opinions from the pros on what face rig I should use on my model. I have the SQUETCH rig with the standard face controls. I am not sure it this set up would work well with my mode?. Post your opinions. My model is based on the anima model Miki but has been modified. I have added teeth and a tongue but most of the face has been left as is.
Last reply by DJBREIT, -
- 4 replies
- 721 views
In the facial tutorial available from these forums it talks about doing one side of the face in muscle mode and copying the keyframe to the other side using Paste Mirrored. Only it doesn't work. Anyone have any ideas?
Last reply by HomeSlice, -
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- 29 replies
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So apart from my copy of the Rear Window set being cursed, something I'm beginning to suspect, what rational reason is there for bones within a rig, in this case the LiteRig, to just stop working after a time and/or randomly rotate themselves? The first casualty was the Lower Hip bone which died altogether on me, followed a little time later by the Neck bone randomly jumping out of sync with the head bone. At first I was sort of able to work around these but now the neck thing is happening nearly every time I rotate the head. Whilst it is possible to continue without using the Lower Hip bone, its pretty much impossible to animate without having control of the …
Last reply by mtpeak2, -
- 3 replies
- 856 views
http://www.bee-s.com/~gggg/tut/falloff/falloff.prj Thank Hashers!
Last reply by Kamikaze, -
- 6 replies
- 830 views
Greetings All ok I was looking at the 'Lady Goodbody' in the lib. and noticed that some bones have falloff and some CP have rings around them which appears to be controlled by two bones as the attached image shows. If so then how do you do this? The seam in the center of her dress is my point of focus since my model has the same and I am not sure which bone to attach them to.
Last reply by Walter Baker, -
- 33 replies
- 2.3k views
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, -
- 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, -
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, -
- 12 replies
- 813 views
I tried Shaun freemans fanbonetutorial from 3Dworld and run into a problem: When I test the fanbones in an action, they dont show the effect of there enforcment percentage, though I have definetly set it. Am I missing something here? Must I activate the enforcement somewhere else also? Jake?
Last reply by heyvern, -
- 2 replies
- 905 views
One of the problems I've been encountering with my characters for Red Squad is that they're very stiff. Joints and things don't really roll and the model never looks relaxed or natural. So at first I thought it might be my modelling and then found out it's my rigging. To date I've just been using the 2008 rig (which I do quite like) but I think it's time for a more customized approach. So I just slapped some bones down and already the model moves much more fluidly. Now, my rigging knowledge is next to squat. So my question is, how do I do that thing where feet stay on the ground and when you move the hip or something, the feet stay placed firmly on the ground, allowi…
Last reply by Darkwing, -
- 2 replies
- 133 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, -
- 12 replies
- 1.2k views
HEY! Thru my recent experiments I have devised a rather simple little FISHEYE LENS for Animation:Master V14+!!! AND I want to give it to anyone who wants to experiment or improve upon it! For years, I have felt the renders out of A:M were almost 'too accurate' and wanted to be able to widen the scope of view without the result looking like I simply zoomed out. Recently I had chance to do a quick 'magnifying glass' animation with A:M and the idea struck...why not put a lens right up to my A:M camera? The result is a .mdl file you can use to replace your camera in your choreography (the .mdl has a camera in it...) The adjustments are found in the pose sliders, inc…
Last reply by John Bigboote, -
- 31 replies
- 1.6k views
This is for Robcat, if you're out there anywhere. I'm working on cleaning up the rigging on my penguin so I can hopefully finally start doing some test animations with her. The one ring in that model, the one between the ring that makes up the beginning of the neck and the one that makes up the shoulders, would I benefit from removing that completely? It is not really a critical ring but more a leftover from my modeling process. I'm not sure it needs to be there, I guess I can try removing it and see what happens.
Last reply by Roger, -
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- 4 replies
- 917 views
Hi Splinerz, I have a problem with my Character ... I've animated the whole time with FK an now I need IK I placed a Null Target into the Chor ... then simply ad the IK - Constraint to the Bone and as Target the Null Target ... but now the Bone is snapping to this Null Target ... I tried to animate the enforcement ... but this is not working ... the bone is still snapping to this Target ... so, is there some way, to solve this problem and get a smooth transition? I can remember, that I saw a Tut on it long ago ... but can not find it at al THX Marcus
Last reply by Maszie, -
- 1 follower
- 4 replies
- 514 views
I'm working with the "Fat Guy" model. Every time I apply a walking action it flips over. Any ideas?
Last reply by bighop, -
- 1 reply
- 795 views
I only rigged one side and need to flip it. I read in an older thread that all you do is scale the root bone by 100% along X, then rename all of the "right" names to "left." My question is how do I scale the root bone by exactly 100% ? I tried in the properties window in the PWS, but when I click on the percentage, nothing happens. It won't let me edit the percentage of the scale. I am only able to scale in the actual model window.
Last reply by Julian, -
- 1 follower
- 7 replies
- 1.1k views
I'm trying to use flocking system in v 15, but it doesn't work. Can please someone check if it works on his computer before I report the bug... Thank you...
Last reply by Fuchur, -
- 13 replies
- 908 views
Hello - is there a simple way to keep the geometry of the feet of an original model and rig from descending below the '0' point of the 'y' axis during, say, a walk cycle? I've tried several rigs built from tutorials and have created an originally built skeleton that works adequately for my needs except for this hitch. While, some rigs work pretty well for this, including the suggestions from Matthew Krick's tuts, I'm hoping there's a simple constraint for the foot bones to solve this. Also, is there a good tutorial on euler constraints, etc?
Last reply by cribbidaj,