A:M Rigging
Rigging & Relationships
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So I'm working on another alien design and I could use some advice from folks that have more experience with TSM. Here's the character. He's a trilateral design so ,kinda like a starfish, you could divide him into three equal sections. So there's three arms, three legs and all of them are tentacles. What would be the best way to rig all those limbs? All of them as tails? Arms? And, for example, would it be best to have a left arm and back arm and after flipping have three or just make three and skip the flipping? Before I start testing I thought I should ask the experts. Thanks in advance for any and all help.
Last reply by Joe Gamblin, -
- 3 replies
- 759 views
I just realized that there are options for bone weight "falloff" this shows "cubic", "linear" and the customizeable "channel" options fallofftest.mov potentially powerful, although hard to wrap my head around.
Last reply by nimblepix, -
- 1 follower
- 3 replies
- 860 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, -
- 5 replies
- 730 views
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, -
- 1 reply
- 561 views
Is there an easy way to move the "All" tab that show up in my poses window so that it is the leftmost tab rather than showing up in alphabetical order? I could rename the tabs that precede it (because they have initial numerals in their name) but I'm wondering if I could just move that "All" tab.
Last reply by mtpeak2, -
- 1 follower
- 3 replies
- 777 views
I'm looking for a simple rig for a six legged (hexapedal?) insect. I've searched the forum but was not able to find anything about the topic that could help me. Does anybod know of such a rig of any kind?
Last reply by agep, -
- 3 replies
- 567 views
Hi- I am working on a big scene in A:M where coins fall in mass to form a logo...I am using Newton Dynamics to make the falling and bouncing actions and that is working great- the PROBLEM is that I am piling-up my choreography-PWS with lots and lots of coins... I did about 1/10th the logo so far and used 40 coins, so I figure 400-450 coins will eventually be needed... Now, I work in Adobe After Effects a lot and one of AE's more useful abilities is that of 'Nesting Comps'...meaning, you can 'pile-up' a comp with 100's or so layers, then import it to a second comp and it appears as only one object. Fantastic concept. I am trying to do this now in A:M and not gett…
Last reply by heyvern, -
- 1 reply
- 551 views
I have the flat shape of a wave ( see picture) and want to animate it the way, that a wave runs through this shape from one side to the other. Can anybody give me some ideas please, what would be the best way to achieve this effect? Thank you
Last reply by jakerupert, -
- 9 replies
- 828 views
Hi, I guess the first things I should check on are... = Is the Mirror Bones Plug-in made to use with the Squetch Rig only? = Are the 'right/left' search strings case sensitive? = Are hidden bones/cps processed? = Are unweighted CP/Bones processed? = Is there a known problem with V14 (latest) and weighted CPs (like repeating a bone name with 0% or garbage%)? Aside from that, I tried using the Mirror Bones Plug-in with the TSM2 rig and, I think it worked with the exception of the item below (realizing that some of this could be from problems with my model): * I got some weird as well as extra new bones and bone structures: Befor…
Last reply by mtpeak2, -
- 1 follower
- 3 replies
- 656 views
By complete accident, we set the skeleton of our character to invisible with Shift+I. Strangely, it seems that the same key combination will not toggle the bones back on. Shift+J is the shortcut to make the skeleton visible again and it works in this regard. However, it makes all of the bones visible including every single fan bone and control bone, leaving the screen an utter mess. Is there some happy medium between the two? Some means by which to revert to the original visible states of the bones? Thanks, Chris
Last reply by heyvern, -
- 1 follower
- 10 replies
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I am kind of stuck on this. I can't quite figure it out. I have a cable connected to the base of the head of my terminator model and it needs to be flexible with a chain of bones and connected to the bottom of the neck/top of the chest at the other end. How would I go about setting this up? It is a flexible cable... but a little stiff. It isn't limp. To create the "stiffness" I'm only using 3 bones in the chain... this keeps the cable from flexing too much... but I still need to keep both ends locked to different bones or parts of the skeleton that move independently. I started out with a single chain coming down from the top at the base of the head. the last bo…
Last reply by heyvern, -
- 7 replies
- 807 views
In my animation my character pulls out a sword. I am using the translate to, and orient like, constraints to keep the hand on the sword. However, only the hand follows the sword. The forearm and the bicept don't move with it. Is there a particular constraint i should use to keep the arm facing the hand? Also, is there a limit to how many constraints one can have in a choreography? Thanks, MasterFunk
Last reply by robcat2075, -
Weight Mover
by TNT- 5 replies
- 829 views
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, -
- 1 follower
- 3 replies
- 685 views
I seem to recall that if one were to constrain a bone's orientation to another bone that the first bone could still be re-oriented directly in an action and it would be marked as an offset when then moving the control bone. However it seems now (as of two days ago) I can no longer do this, and when I constrain one bone's orientation to another, the first bone can no longer be rotated at all apart from its control bone. The tech reference mentioned something about a "Lock Offsets" option that I have been unable to find but it seems to describe my problem pretty well. Once I make a constraint, the offsets cannot be changed in an animation and can only be adjusted directly i…
Last reply by SplineSoup, -
- 6 replies
- 1k views
What would be a good rig to start with for starting to play with character animation? I have the 2001 rig that came with AM but I also see the Squetch which sounds like maybe it's the new thing. I would like to learn the right way so figured I'd ask here, Should I just make my own rig instead? I couldn't find any stickies really explaining what "Squetch" is, only updates and other threads that assume that I know what it is. Maybe I'm not looking hard enough though. thanks all! -Tim
Last reply by KenH, -
- 5 replies
- 662 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, -
- 2 followers
- 9 replies
- 1.1k views
I placed Rabbit into a new project (I have all rights to Rabbit). I then imported the Walk Action from the Hash Folder and the resulting action has Rabbit twisted into a pretzel with no changes made by me. Attached is the project. This is version 10.5. Any help would be appreciated.warpedrabbit.prj
Last reply by kalibur, -
- 4 replies
- 720 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, -
- 1 reply
- 434 views
The file code for bones and nulls is very similar except that bones are called SEGMENTs and nulls are called NULLOBJECTs. I've found that I can turn a null into a bone by changing those XML tags. However, nulls also have one other property: UserMoved=TRUE which is inserted if the NULL has been moved from its default creation point. This would seem to be already apparent from the position information of the null, so I'm wondering what does this extra bit of info get us? Why is it needed? Name=Bone1 BoneColor=255 0 0 255 Start=-12.519 6.36753 -0.16241 Rotate=0.164182 -0.687782 0.686078 0.171162 Length=13.1039 Name=Null1 BoneColor=…
Last reply by mtpeak2, -
- 3 replies
- 582 views
I'm re-rigging my Flemm model and was thinking that I would be able to drag the old relationships (mouth poses, etc.) from one copy of the model to the new one. After all, the mesh is the same. But it's no-go. I even tried opening up the relationships and copying the keyframes and pasting them into new relationships on the new model, but nothing happens. Is there some way to do this I haven't guessed at or am I doomed to have to recreate every muscle pose?
Last reply by heyvern, -
- 10 replies
- 1.5k views
I've noticed that Ben and I kinda made it hard to find the latest version of our 'Fisheye Lens' so here it is with a little more revision to it and instructions for use in V15... IMPROVEMENTS: I just turned all the options to 'OFF' in the model so upon render it will not tend to 'cast shadows' -'receive shadows'- 'cast reflections' or 'cast occlusion' so now it might render a little faster. INSTRUCTIONS: (Note: This is a V15 model so it may not open in previous versions...) 1- Open BensLens4.mdl and drag it into your choreography 2- Right click on it's shortcut in the PWS and select 'New/Constraint/Translate To' and select the camera as the target... 3- In…
Last reply by photoman, -
- 3 replies
- 663 views
Hello, Everyone: I hope this doesn't belong in the Newbies section (and if so, I can move it), but I'm having a problem with the 2001 skeleton rig. I have modeled my character and imported in the bones according to the manual. I'm being careful to use only the translate methods for moving, rotating, and scaling the bones to fit my model. I assigned the eye control points to the eye bones and before going further I thought I'd test them. I opened a new Action and then I see eyes are sunken in. But the problem is that the whole skeleton is lower. I guess once all the CPs are assigned, then it might be okay; or I could move the skeleton up a little in th…
Last reply by babreu, -
- 9 replies
- 961 views
I have installed the (v12_2001 Skeleton_Squetch_five_fingers) with (12_FACE_with_bones_12_05_2007_installation) and the Relations group order are different. In what order should they be to make them work right?
Last reply by itsjustme, -
- 1 reply
- 455 views
Here is one more update on the lens toy. The zip contains the model file and a .exr image file used as a map. benlens4.zip I have decoupled the index of refraction from the wide angle setting. There is now a slider that lets you set the index of refraction. I have added faceting with a displacement map. "Bugeye-number" drives the number of facets. "Bugeye-strength" drives the strength of the displacement. Here is a quick test. NO wide angle, refractivity of 5%, ramping "bugeye-strength" from zero to 10. buglens.MOV
Last reply by John Bigboote, -
- 10 replies
- 831 views
Inspired by Matt's work seen in this thread: Fisheye Lens I have built a wide angle lens gizmo. It uses both changing lens shape and changing index of refraction, which is kind of a cheat but looks good. To use: add to your choreography constrain to your camera- both translate and orient the "wide angle" slider controls the amount of lens distortion - no effect at zero and super fisheye at 100 The "lens distance" slider controls how far the ben-lens is from the lens of the camera, adjust it until it covers the field of view of your camera. ben_lens.mdl Here's a quick sample of no lens effect to full lens effect widelens.MOV
Last reply by ypoissant, -
- 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, -
- 1 follower
- 3 replies
- 797 views
I am doing a model with chains. how do i make them act as chains, im a huge noob here. i can send the proj to look at. i started by making 1 link added more to make a length added bones, which spanned center to center i guessi cant get the bones to group with the model so it acts like chain. Thanks, Bryan
Last reply by John Bigboote, -
- 2 replies
- 515 views
Hi all, Well my inchworm "group" project is becoming a single one. I can't seem to keep my brother's interest and I've already lost my nephew. I hate starting something and not finishing it so because this learning project is very short, I'm going to finish it myself between TWO work. Any way my question is: Can you install just the face rig from the squetch rig? If so, what's the best way to do this? My inchworm has no arms or legs and I'm using Robert's rig for the body. I love the squetch rig face controls. If I can get it to work as good as the TWO characters, I can really bring this guy to life. The dopesheet is fine but man the null controls of…
Last reply by Jeetman, -
- 1 follower
- 9 replies
- 1.1k views
Hello all, I was wondering what is the best way of modeling the eyelids when first creating head. I want to create enough CPs for animating the eyelids, but not too much that the model becomes complicated. Can anyone direct to some examples I could look at? Thanks
Last reply by GraphicAnime, -
- 2 followers
- 21 replies
- 2k views
Now that I am half way throw rigging my model with the squetch rig. I was hopping someone knows of a skeleton rig that conforms to a real human skeleton geometry. Thou I do like the squetch rig It is a lot more then I will need for my hobby project. Ever thou I would like to adapt the hand and feet gizmo’s and some of the face controls it’s a bit more then I need. The stretchability is a little more then I need. Even thou I will probably finish it as I go along for the experience. Dose any one know of a rig with the proper offset hinges for the knees, hips and shoulders? Or do I have to make one my self?
Last reply by DJBREIT, -
- 5 replies
- 608 views
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, -
- 1 reply
- 763 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, -
- 7 replies
- 835 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, -
- 3 replies
- 617 views
Hi all, I needed a slight break from TWO and my brother his son and I are finally trying to create our own first "very" short animation. For them it's to introduce them to A:M (I talked my brother to buy A:M about 5-6 months ago). For me, I'm finally going to create an animation with the goal of making my props and main character model. I made it last night. It's an inch worm. I've never rigged anything like this and I'd appreciate any help in how I'd go about it. My nephew drew the rotoscope references and my brother tried to model it but he's not quite ready for faces yet so I did it. It's not great but it's a start. I can rig the head fine but it's th…
Last reply by Jeetman, -
- 9 replies
- 993 views
I'm working on a model of a trout, and I've got the model and texturing down. Now I need to rig it so that I can start animating. I'm not very good at rigging, so if anyone could give me some pointers, I would be very appreciative. I want to animate as few bones as possible to make animations smoother. The current problem I have is that, whenever I turn a bone along the body, there is a noticeable crease that forms. I've worked a bit on it with bone falloff and CP weighting, but I just lack the experience in this area to make it look believable. I tried looking for a good fish bone system on the CDs, but I couldn't find one.
Last reply by nixie, -
- 1 follower
- 4 replies
- 645 views
Hello again I have added some bone Relationships to my model. They are in action section but I would like to add them to the main model Relationships groups. But I can not figure out how to add them I must have over look it in one of the tutorials.
Last reply by DJBREIT, -
- 1 follower
- 3 replies
- 684 views
I don`t know, if this is the right place to post this topic. I want to insert some headlights, brake-and turninglights into my carmodell, that can be turned on and off. What is the best way to do this? Are there any examples to investigate available? Jake?
Last reply by John Bigboote, -
- 3 replies
- 655 views
Hello I”m new to rigging and I have run into a problem. I made a character from the Mika model but I removed the old skeleton and added the 2001 skeleton to learn how to rigg it. I did have it working earlier but after I did some work on the upper end of the model but by accident did something wrong. The knee are bending in the wrong direction. I look at all the bones from the Pelvis down But I seem to be over looking something. Any ideas Also dose any one have a list of rigs and what you would use each one for?
Last reply by Dhar, -
- 4 replies
- 644 views
Possible and what fix one mesh two (and more) different bone. Thank you all.
Last reply by lomvuho, -
- 12 replies
- 1.1k views
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, -
- 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, -
- 1 reply
- 569 views
Hi I am trying to animate a Sitting Room's response to - the loud ringing of a door bell - by making it either vibrate or shake at the sound of the door bell with it's contents moving around. Kindly, advice me on what sort of EXPRESSION will allow for this. The Room is rigged and I could animate it vibrating, frame by frame in an ACTION but I think an EXPRESSION might be more appropriate. Thank you! Jof
Last reply by itsjustme, -
- 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, -
- 10 replies
- 1.2k views
I dimly recall there is a way to make Selection Sets in A:M and someone described it here on the forum. Can anyone point me to that? I tried searching for it but didnt' get meaningful results.
Last reply by robcat2075, -
- 1 follower
- 2 replies
- 608 views
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
- 740 views
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, -
- 2 replies
- 579 views
Well I'm rather new to this aspect of Master. I want to animate my car sliding and turning. I have sliders for the steering and an action for the tire rotation. The sliders are animated. Then when i add the action it overrides the steering and only spins. Any thoughts?
Last reply by noober, -
- 7 replies
- 551 views
Hi - I have used the 2001 rig to rig the 5 characters that I have created, and it worked fine, but now I need to learn how to rig a non-stardard character. Is it possible to modify the 2001 rig to the extend to rig this dinosaur character that I created? Any suggestions on what direction I need to go next would be much appreciated. Thank you - Eric
Last reply by flashawd, -
- 2 followers
- 16 replies
- 1.3k views
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, -
- 1 reply
- 436 views
I've been using this little setup quite a bit in the past week and thought it might be useful to others, so, here's an example model. This is the result of needing to be able to use a Pose slider to set a translate limit and having it work as far back as v11.1...it's one of the things I'm using to make the bones rig for the face in the Squetch Rig easier to install. The "controlled_bone" is the bone that is being translated and limited, the "controller" is the bone you manipulate, the "Y_distance" bone's 'Z' scaling is to pass the 'Y' translation distance into the equations, the "limiter" bone's 'Z' scaling is used to set the translate limit that is greater than "0"…
Last reply by Ramón López,