A:M Rigging
Rigging & Relationships
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In this thread I suggested that long-tail-like structures be contrived to have the spline ring in the middle of the bones... https://forums.hash.com/topic/49457-tip-for-tails-and-necks-snouts-tentacles/ However, that's not the only option. I made this PRJ to compare and contrast different CP weighting strategies. It has five Actions in it that put this tube structure through some representative and worst-case motions. You can scrub through the Actions' timelines and watch the shape changes. TailComparison002.prj From left to right in each action... 50/50 Fanbone. Each spline ring is 100% weighted to a fan bone that is 50/50 orient-li…
Last reply by robcat2075, -
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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, -
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http://www.youtube.com/user/zandoria#grid/...BF44797CD8BC2A3 This is the Control Point Weighting, Smartskin tutorial that I did for Siggraph a few years ago.
Last reply by T-Dogg, -
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I'm making good progress with the 2008 rig, putting it into Colfax, the one human character in Nightcallers. I'm still at the "rigging the right half" and am just finishing up the cp weighting. I'm thinking that I should put in half of a face rig at this point but I'm not sure how to proceed. I could put in half of Holmes' LiteFace but that would cause probs possibly with some multi-d relationships and may end up being more trouble than it's worth. I could just attempt to rig it from scratch but that seems like I could get in beyond my skills when it comes to adding the controls. How do other folks add a face rig at this point?
Last reply by steve392, -
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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, -
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This is Gus Gizmo, known in his universe as a Gizmo Mk I series robot (and origin of my username). I originally built him around October 2000, after having AM about 2 months, and had no idea what I was doing when I built him. He's had a few minor upgrades to his mesh since then, but I was never satisfied with the original skeleton I built for him. It was just simple bones linked together and very difficult to control since the bones were just standard daisy chain format and had no interaction in terms of maintaining balance, etc. I'd like to set him up with one of the later rigs for ease of control. I made an attempt at fitting him with the TSM2 rig, but that…
Last reply by GizmoMkI, -
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As I've been reading the posts in this section I keep running into the term "fan bones." I've searched the documentation included with A:M and the forum, but I haven't found a description of what it means. Can anyone enlighten me? Charles Bandla
Last reply by HomeSlice, -
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Can anyone post a project that demonstrates "gymbal lock" happening in A:M? I know it doesn't occur with Quaternion interpolation, but since I've never seen it I'm not sure exactly what it looks like.
Last reply by robcat2075, -
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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, -
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Well, I got some crazy ideas at the Southeast user's group meeting that I put together along with a couple tricks of my own. Weight mover did a majority of the work - my tests with Thom were transfered directly to the main model. There are three bones overlaying the 'bicep' position. The largest is the main control bone that drives the full shoulder. Next is the orient like bone (with Store Roll off - thanks guys, didn't even know that was there!), with the actual geometry bone as a child. That bone has a Roll Like to the controller. This is important because bone weights apply to all three dimensions - the bone structure is what does the decoupling so that …
Last reply by OdinsEye2k, -
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A video tutorial for building a simple animation rig. Part 1 29ed4da8c3d3f5a3ae7c Part 2 d452035300f18b984988 If you have trouble playing these movies, you may download them here: Building Your First Rig
Last reply by John Bigboote, -
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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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Ok so here is my trouble. I have a charactor that I am working on and i got one side of the model done. Can I rig that side to my bones and copy flip attach the body and the bones so I don't have to rig both sides? if so how? thanks
Last reply by camzilla, -
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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, -
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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, -
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Hey Hashers, I just wanted to take a moment to intro myself here. My name is Mike Fitzgerald and I'm pretty psyched that I get to be the Mod. for the rigging section of our Favorite App on such a great forum! I definately want this to be an active area of the forum where people can come to learn about rigging, but to also share what they know about rigging and everything related. How you ask? Well, I'm not too sure but I'd like to hear from people on what they'd like to see this section of the forum contain. Off the top of my head I'm thinking that the standard stuff, like posting relavant topics pertianing to rigging, in the form of a question and also in…
Last reply by itsjustme, -
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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, -
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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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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, -
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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, -
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Hello there! I'm working on modelling/rigging props for my next short animation and I ran into a snag: What would be a reasonably well done way of rigging a backpack strap - i.e. the ones my character will pick that backpack up and put around his shoulders..? I have a model tha has a belt (i.e. flatened cylinder) creating a loop there and have created some cross sections for it to bend a bit. Bit I need a few pointers as to how to set up bones to suppor the animaion. I don't want the straps to look like they are "cast iron"... Anything that saves me from hand-animating every control point is helping. Thanks in advance, Atkelar
Last reply by Atkelar, -
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A very brief demonstration of creating a smartskin and mirroring it to the other side of a model. Create_and_Mirror_Smartskin.mov Create and Mirror Smartskin Edit: Here's the PRJ in the video if you want to play along SimpleSmartskinMirror01.prj
Last reply by Gerry, -
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Hello all Looking for a step by step quad rigging tut. I wanna build my own ....I dont want it to complex and sense Im a simple fellow with a simple mind I might be able to make a simple quad rig for my Deer model with some help ....well that is one that has control bones .... it's rigged with geo. bones......I think I use to use TSM2 but want something simpler........ Personally I like making actions using pose sliders.....on the setup I have now I do have the neck the way I like it and with pose sliders to control movement and I like the way it works....... Thanks, Mike Deer_Whitetail_14c.mdl
Last reply by Kamikaze, -
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Hey guys, after messing with the relationships feature in A:M, I put together a tutorial demonstrating how to drive the strength of a decal with the rotation of a bone.(not all that complex, but maybe someone could use the info) I should have it up tomorrow or tomorrow afternoon as I am still messing with the layout of the document a little bit. And yes, I'm sure someone out there is wondering.... it's free. It will be a pdf and a project file I'll post when I upload it to my site. Mike Fitz www.3dartz.com www.vrcops.com
Last reply by John Bigboote, -
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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, -
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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, -
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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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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, -
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I put several bones in my model and created a new on/off pose. In the new pose I added constraints to the fan bones of the knees and foot. Once created, I tried manipulating the joints in the pose and found that they worked nicely. In order to reset the pose, I just hit delete keyframe in the frames toolbar. This reset my model, but did not turn off the pose. So far, so good. When I got down to the toes, I realized that I needed to add some fan bones to those joints as well. I added one fan bone in the model window, made sure the hierarchy was correct, and went back to the pose window to add the orient like constraint. Doing this, I made sure the Compensate mo…
Last reply by robcat2075, -
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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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I have been wanting to start to try animating lately and was looking for some helpful critiques as far as this model and the bone placement is concerned. I have gone through mechadelphias tutorials and tried to find others here on the forum. Are there parts concerning the actual model that will give me problems? If so where and why. If everything is ok as far as the bones go what would be the next course of action. I know that it would be easier to just use the modified 2001 rig (thanks mtpeak) or the squetch rig (thanks itsjustme and all else involved) but I want to have a better understanding of the rigging process before I try them. Anyways here is the model. Thanks …
Last reply by jirard, -
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After seeing how some other apps(ikinema within modo) are using distortion meshs for joint and full body rigging as opposed(or in conjunction with) features such as bone-weighting, smartskin, fan bones... I've been looking into the prospect of doing something similar in A:M. I am stuck early in the process and wonder if smarter riggers might know of a way... I will attempt to illustrate what I am trying to do here: I have modeled an arm and gave it some simple bones. I could have started with an existing rigged model and used the arm bones as they are... I decided to keep it simple for the purpose of illustration.
Last reply by robcat2075, -
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Can anyone help me out with a link to the Hash/Mark Skodacek rig?
Last reply by Fishman, -
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Getting ready to rig the face on a talking toolbox. i have already watched tutorials on face rigging and cp wieghting. Any thoughts? I have already figured out that the edges have to remain stationary. Steve
Last reply by Shelton, -
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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, -
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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, -
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I have somewhat unorthodox problem... I have two instances of a character: 1. Rigged model (not textured) 2. Textured model (not rigged) Spline Mesh of the both models is identical (some CP's are moved around, but no other changes) Could it be possible to take those two instances of a model and make them one ? (the easier way than take rigged model and texture it or vice versa) Any ideas?
Last reply by heyvern, -
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I have looked everywhere I can think and can not find how to get the slider to default to "0". I've tried setting it thru the "Edit Relationship" window. I have tried thru the sliders setting for default. I have deleted all Actions. It looks like all the others in the timeline and in the Relations of the PWS. Nothing will get rid of the 33% default on the one slider. I know it's me and not AM but I can't find it! Any ideas.
Last reply by TNT, -
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Whether it is possible in АМ to make thus. Sphere-pupil to place in DISTORTION BOX, after its deformation, it should rotate being inside DISTORTION BOX, keeping the set transformation. It is necessary for creation of a pose on/of of management by an eye by means of Constraint Aim Et. I shall be grateful for the given project or Tutorial. Thanks!
Last reply by 3DArtZ, -
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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, -
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, -
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Hi all, Is it possible to hide a distortion box? I have attached some bones to a distortion box and would like to see only the bones and not the distortion box when animating. thanks, Luca
Last reply by robcat2075, -
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Hi all, First post here. I am in the proccess of rigging my own model and I am trying to learn how to rig the knees and elbows. I am trying to teach myself by looking at the Thom skeleton for hints at how this is done and I got quite a surprise when seeing how many bones were allocated to the legs. Question1 For knee orientation there is a hierarchy of Leg Hinge/Knee/Thigh orient, but I have not figure out how these manage to influence the Thigh and calf bones...i.e. what constraints are applied? If you know how this is done please give me a run through Question2 There are several "balance" nulls and bones...what benefits are there from having these? …
Last reply by itsjustme, -
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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, -
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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, -
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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, -
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How do you create (3) pose sliders to control the RED, GREEN, and BLUE channels of a groups diffuse color? I thought it would be as easy as creating the slider and setting the red to zero at one extreme and 255 at the other extreme but this did not seem to work. Thanks,
Last reply by TNT, -
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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, -
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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, -
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I've got this rigged character for my music video. When I put him in a chor I can enter skeletal mode and move his bones around. but once I deselect him, work on other models and go back to him, when I enter skeletal mode I can no longer activate, see or select his bones. I feel like I've seen this before not long ago but I'm stumped by it. Tested in v15 and the latest v16, on a pc. When I get home I'll test on a Mac, but any advice is welcome!
Last reply by Gerry,