A:M Rigging
Rigging & Relationships
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Hello, For the month of July, I plan to create a tutorial that groups the main uses of bones and their constraints on AM. No modeling, no mapping ! This will help me to better understand this area and to benefit the users and future AM users because I think that the lack of clear documentation in this area does not help the distribution of the software. This is why I want to clearly illustrate basic and very simple situations involving one to three bones maximum without too much "mixing" of constraints. Secondly, it will be interesting to imagine the possible applications. this work could be community-based in order to benefit from a group dynamic …
Last reply by robcat2075, -
- 5 replies
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I've noticed that there are many types of rigs out there, so I was just curious about what rigs other users use for their characters.
Last reply by entity, -
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- 5 replies
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So I've made a cog in an action window. It seems to work. Now I have to make a new pose and somehow add the relationships I just made into the pose....but I can't seem to figure out how to do that... can someone lay out the steps?
Last reply by Scottj3d, -
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I'm trying to get an animation into a competition by March 8th, but it might be an impossible task. I only just bought the program a couple weeks ago. What I need to be able to do is pull the arms, make them stretch, then pop off the body. The only thing I can think of is to have two different models, one with the arms on and one off, then just switch models in the frame that his arms come off. Will this mean I'll have to rig the arms twice? Should I use the 2001 rig? Ugh, not really sure what to do here, and time is of the essence.....
Last reply by pleavens, -
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I have re-set the software. I am using v 11.1d+ Bones mode. Select Elbow Cog in PWS. Hit Translate Manipulator Move cog. Zoom in Move cog some more. T for Turn to see where it is height wise. (You are looking at a top view) Not only does the cog group come apart, but it flings half of it across the screen. That small yellow group at the bottom is where it flung the rest of it. http://www.georgiajets.org/msfolly/cog.avi Mystified. Please enlighten me.
Last reply by msfolly, -
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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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Okay I'm not sure how to communicate this without examples but I'll try. What I'd like to do, is have a group of flat 2D shapes, which are always shown frontwise like a sprite, so always facing the camera. However, I want the shapes to trade places with eachother, or animate depending on the angle the camera is looking at the object. Think of the game doom, and the 2D sprite characters drawn at all different angles. I was thinking though, that since my shapes are just monotone- just a single color.. I could do them as illustrator files, import them using AI wizard, put them into a single model, attach a bone which orients toward camera, and use smartskin the s…
Last reply by ZenPsycho, -
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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, -
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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, -
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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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hi all, i want to know if it´s possible to do something like this with a:m and only expressions on bones and nulls: http://www.sukio.de/gallery/AutoBug.htm hope any of you have maybe ideas.
Last reply by strohbehn, -
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I am confused about reusing a rigged model with relationships built in a new pose for multiple actions. When I create a new action the default "use model" option just lists the models I've rigged before setting constraints and smart skins. How do I go about saving the model with it's constraints and smartskin edits intact for multiple actions and choreographies? Thanks, Chris
Last reply by cribbidaj, -
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I have started rigging my first character and have run into some difficulties. I am a newbie so I am sure alot of the reason why there are problems is my lack of understanding. There are so many hidden bones in the AM 2001 skeleton and the new squetchy rig that I am sure this is a great deal of my stress. I have purchased TSM 2.0 and have had reasonable luck with it. But I am the type that wants to understand the background of the rig. Are there any tutorials you could recommend? I have watched David Simmons, Shawn Freemans, and show some back bones tutorials. It may be the way I have modeled my figure that is causing some of the problems especially at the joints a…
Last reply by itsjustme, -
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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, -
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- 5 replies
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I kinda went overboard on modeling the FW190 from our excercise and want to rig the landing gear to fold up into the wing. I have never done any rigging and am not sure how to approach this. I've already assigned a bone to the landing gear assembly and have even got it to fold up into the wing. The problem is that the assembly not only needs to rotate up, but it also needs to twist a little bit along its vertical axis at the same time. Would two bones controlled by a parent bone do the trick? Can this be done with one bone and a couple of constraints? Any help is greatly appreciated. This is a link to movie I threw together to show what I mean. It's got so…
Last reply by Eric2575, -
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Here's a simple grid smartskinned to squash in one direction when the one bone's X axis is at -44 That's the only key I set... so why is motion created when the bone is rotated on only Y or Z? (I'm not looking for an alternate way to achieve this effect, I'm trying to understand the nuances of smartskin) SmartskinTest.zip
Last reply by zandoriastudios, -
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Hey y'all! SO I'm working on an extremely simple character rig, and i followed a tutorial for how to do shoulders without using smartskin (which works great, by the way). And I'm thinking that set-up is irrelevant, because this happens with a lot of my constraints- I open a smartskin simply so that I can apply a constraint to a bone (If theres another way to apply a constraint to a bone, PLEASE tell me!!) I constrain a non-related bone to another non-related bone to execute an 'orient like' constraint. Simple enough. I then set the enforcement to 50%, or 15% or whatever percent i FREAKIN feel like. All is well and dandy, it works fantastically in an action, cho…
Last reply by Paul Forwood, -
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I've got a path that animates and I want to move a whole bunch of objects along the path throughout the duration of the animation but "constrain to path" always makes the object jump to the beginning of the path at time=0. I've not been able to find anything comparable to "ease" for the front-end. Does it exist? Thanks. Cindy
Last reply by cindylyoung, -
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How do I go about rigging the bones in a hand gun model so that the chamber slided when the gun fires and is cocked? I can't seem to get the bones right....
Last reply by Kaijin, -
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Hi. Just wondered if anyone had any suggestions as to how I should go about rigging an object that is suspended by two chains. The object must swing in the wind as naturally as possible. I'm not sure how to go about this so that the dynamics will work correctly. If it's not possible I'll just do it by hand. Thanks.
Last reply by Paul Forwood, -
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I'm a boot (see johnnyb's bootcamp). I'm working on making a pixar lamp hop and Rob pointed out that the lamp's center of gravity is somewhere between the light and the base (see his comments below). He provided an excellent tutorial of the problem (see my bootcamp's last page). "It wouldn't be too hard to "translate to" constrain a null to both the light and the base. Set the enforcements to 50/50 or 60/40 or whatever and it would float at an appropriate midpoint. Not that you would be keyframing that null; it would just be a visual guide of where your c.o.g. was at any moment. That pixar-style lamp is probably one of the few characters that that could …
Last reply by Fuchur, -
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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, -
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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, -
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Seems to me that in prior versions of A:M you could pick any spline as a path for objects to follow in the chor...and it's not so anymore. I used to keep handy models that were perfect circles (1 spliners) and drag them into the chor when I needed a perfectly round path...or I would draw a path right in a model wrapping around the object...and then assign the camera to it in chor... Seems that nowadays you have to draw your path in the chor...nothing else is pickable... Or am I missing the trick?
Last reply by Caroline, -
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- 671 views
Hi Riggers I seem to have run into a problem with Rabbit. He needs to see an eye doctor. Please help.
Last reply by oakchas, -
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Hi, I'm just looking at the squetch rig for the first time, but I don't want to install the face rig because I have my own face rig that works better for me. Is this easily achievable?
Last reply by itsjustme, -
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Hi All, I had this problem I ultimately got it to work but is was not as straightforward as I thought. May be some one can explain. Here is the Thread. http://www.hash.com/forums/index.php?showtopic=29513 I originally thought if I put actions in the chor in sequence and in proper hierarchy each actions transition would be just a matter Blend/Add or Replace but some of the actions had to be covered with chor actions which I posed the first and and last key frame with and some others in the middle to get the original shortcut to actions to work. Can someone tell me why this is so. Technodandy
Last reply by 3DArtZ, -
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Hey anyone that feels like helping here's a model I made of a monk, and i'm getting about ready to rig him up, the mesh still needs some work, though. a couple specific questions about rigging this guy: 1. I've been making skeletons from scratch- would it be a good idea to just put the 2001 skeleton on him and then change some things? 2. Is it possible to just add simcloth to the hem of his robe and the ends of the arms? 3. this guy has a tongue. so far it seems pretty impossible to rig that thing. 4. I noticed on the troll model that comes with A:M, he has a chain around his neck- and it automatically secondary animates itself. My concern is w…
Last reply by c-wheeler, -
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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, -
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hi I'm rigging my characters legs and i put nulls as a target for the feet. when i move the foot back and tilt it forward the foot twists. (see picture) its fine after i roll it back straight but is there a way to keep the rool handle in the right direction. thanks. ps. i used this site tutorial http://demented3d.com/tutorial/toontutoria...gging/legs.html except i used nulls instead of foot targets
Last reply by mtpeak2, -
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- 660 views
I've been trying to do a walk cycle for a character and copy/paste mirrored does not copy all the bones keyframes reversed. Can anyone give me some pointers for doing this properly?
Last reply by Ilidrake, -
Weight Mover
by TNT- 5 replies
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All, I received the Weight Mover with my TSM2 order. Has anyone used Weight Mover with rev 14c? I tried a quick test but it did not return that it ever read the lo-res/hi-res models. I'm just trying to understand if this is user error and I need to find my error or if Weight Mover just does not work any more. Should I be trying to use it or am I better off weighting the CP's manually for each bone? Thanks,
Last reply by TNT, -
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Hey folks. I am working on rigging my AT-AT and have a question (well actually two). I have rigged one of the legs right down to the toes. I am hoping that I won't have to do each of the other three legs manually. Is there a way to take the entire leg bone structure and duplicate it for the other three legs? I know I will have to move the structure to the other three legs and assign the control points, but was hoping there was an easy way of doing things. Also, is it possible to define and set up the constraints in the model window or do they have to be created in an action window? Thanks in advance... Al
Last reply by robcat2075, -
- 5 replies
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I was wondering if the Mirror Constraint plugin works for anyone else. Every time I try it it crashes AM. I am starting it from the modeling window. I am using AM v.15d It will be not nice at all to have to constraint the left side (specially the left hand) of the model every time y modify it (I have a base model that I plan to recycle using it to create more models from it and this involves moving bones around a bit according to body constitution). Thanks
Last reply by jakerupert, -
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- 911 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, -
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A new user request. How to make a vine grow and wrap around something. -the vine ("plant") has regular spline rings along its length -every spline ring has its own bone -every bone is "path constrained" to the path that wraps around the column. -the "ease" percentage for each bone is keyframed to make the bones travel up the path in order. Look in the PWS timeline to see how they are staggered. - the leaves were made to sprout with a pose slider, but that part didn't turn out so well VinegrowingMP4.mov PRJ: GrowingVine06.zip
Last reply by nimblepix, -
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Greetings all, I have been rigging my character with Barry Zundel's tutorials, I am using version 15e on a iMac. I opened the model with a text program, replaced all left with right; somewhere with combining the 2 models together the relationships (left) did not come in. So when I flipped my left side rig and created my right side the way he said all my relationships became all 'right' none of the left came into the new model. Now my question is there a way to bring in all my left side relationships from the old model into the new model relationships? Copy/paste.....Drag-n-drop... ??? Any suggestions would be great so I don't have to go through that process again.
Last reply by Walter Baker, -
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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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Hey, you may have already seen me ask this in my WIP thread, but I thought I'd post it in this forum as well as it seemed more appropriate. I've just started rigging a tortoise character with the 2001 skeleton and all was going well until I opened him up in the choreography and suddenly his legs had become bowed. I'm quite tempted to install the squetch rig, but for now I really wanna get this problem sorted. Any help is, as always, much appreciated.
Last reply by robcat2075, -
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- 5 replies
- 712 views
Can I do all my smartskinning in one window? Are there drawbacks or advantages to doing it that way?
Last reply by rusty, -
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So, thanks to the help of those on the forum in reminding me of a couple of old tricks, I cooked up something for my return to animating. My problem is that I have two teams of 7 that I would like to place and move about on the inner surface of a cylinder. So, to make my life a little easier, I did the following: -Made 14 "pointer" bones for the cylinder. -Made a Constrain to Surface constraint with a separate pointer bone assigned to each player. Now, I wanted to deal with laying people out on a flat version of the cylinder's surface (just easier to think that way), and so I made up 14 nulls to place on a control grid. This control grid related the loc…
Last reply by robcat2075, -
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- 728 views
This is the Knight model from the v13 disk. It's actually a v11.1 model Knight.mdl Drop it in a chor and move the hips up and down and you'll see the legs flicker and bend every way but the right way. It does that in both v13 and v15. Other v11 models work fine in current versions of A:M so the version it was made in is not the problem. The only differences I can detect between it and the currently distributed Knight (a v12 model) is that some of constraints have very small offsets not present in the current version. Why does it not work properly?
Last reply by Gerry, -
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I have forgotten so much How do I get to weight paint my CP's to bones or was this just available in Weight Mover? Cheers
Last reply by higginsdj, -
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I have imported several models into the chor window. I aligned them while in chor mode. When I switched to model mode they were out of alignment, so I moved them. But when I switched back to chor mode the bones had not moved. So I had to spend a lot of time repositioning them. Does anyone know why the bones didn't move? Thanks.
Last reply by bubba, -
- 5 replies
- 797 views
In the attached movie you will see a problem I keep running into with my TSM2 rigged characters (have not tried this on a non-TSM2 character) Basicly, I am trying to blend 2 actions together. 1 is a walk cycle repeated 3 times, the other is a 'handshake' action... so basically I want the character to walk up and shake hands. Everything is working right in the meld from 1 action to the other except for the arms- which raise to the Tpose in the blend then drop to where they were supposed to be going suddenly. I have tried this using FK and IK arms with the same results. I also have tried different blend modes (replace, add, blend) with unsatisfactory results. Can …
Last reply by robcat2075, -
- 5 replies
- 763 views
I'm getting to the point where I just about have one character completely rigged. The other one hopefully won't take as long because I'm using the TSM2 rig on it. Soon I will need to set up some facial rigs for the characters. I assume at a minimum, I will need controls for the eyes, eyelids, mouth, cheekbones, eyebrows and forehead. Is there anything else I am forgetting?
Last reply by Fuchur, -
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- 919 views
Hiya all, Is there any way to minimize the above? After every click, bone move, etc., AM seems to recalculate before allowing me to change anything. Is there any way to minimize this? Is it an issue with particles? Rich
Last reply by robcat2075, -
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I have a gun, with detachable magazine and 10 rounds each round made up of the Cartidge and Projectile. Since I want to animate the gun, I cannot parent anything (or can I???) so how best should I 'join' all the parts yet make each part animatable (independant) when 'fired'. At present I have them as a single model each with their own bone - no parent. Cheer
Last reply by higginsdj, -
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I know this is scientifically inaccurate, sort of a solar wind wrapping around the Earth... I am having success forcing particles around where I want them with forces. This is a technique I use sometimes on Hair, by making a force in the model(child of the head bone) and aiming it and adjusting the magnitude so it constantly blows the hair into a curl, or a style. HERE- I am using 4 different forces: Force1- is set to neg200 and 'collects' the particles, forcing them to sort of wrap around the globe. Force2- is cylindrical, and reinforces force1, the plan was to set it to 'vortex' to get the particles to begin to spiral... need to work on that.(magnitude neg70…
Last reply by John Bigboote, -
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Hello, I am trying to use models using the rig "steave headgizmo V2" on the V17 or V16 version on win.64bit. but "CEyebrowsCentre, CEyelids, CMouth and CCheeks" no longer work. Do you know what is wrong with this rig in V.17? What needs to change to make it work again?
Last reply by Malo,