A:M Rigging
Rigging & Relationships
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Hi! Strange things happen to my constraints, maybe I miss something? I just want to animate the enforcement-setting of the "translate to"-constraint from 100% to 0%, but before reaching the 0% the bone with "translate to" is snapping to a strange position. I already found some postings talking about the same problem, but it seems there's no solution for this? I'm still running the v11.1. Maybe someone else wants to give it a try ... I've attached an example-project. Cheers, DJ translate_to_problem.zip
Last reply by DeeJay, -
- 1 follower
- 2 replies
- 927 views
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
- 922 views
Is it possible to link a bone from one MDL file to another imported MDL file while retaining the existing rigging? I've been able import a model into another, but the imported model, in an action has to be positioned seperatly.
Last reply by rbjohnsn, -
- 8 replies
- 920 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, -
Anyone have a tut or example of how to rig a wing on say a bird or something? I've been trying but rigging ain't my strong point so some guidance would be most appreciated.
Last reply by markw, -
- 5 replies
- 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, -
- 4 replies
- 914 views
I am trying to teach myself to rig a model. I have been using a combination of tutorial #13 and the dojo bot anatomy tutorial ( http://www.museoffire.com/Lyceum/Dojo/Tuto.../Anatomy/T0.htm ) . The dojo anatomy tutorial built the skeleton from scratch. I wanted to avoid this so I imported the 2001 skeleton and installed it following the #13 tutorial. Once the skeleton was installed I followed the Dojo anatomy tutorial for the spherical constraints. Then I tried to follow the Declaration of Torso independence. I can't get the Translate to constraints to work. I understand the pelvis bone in the 2001 skeleton is upside down compared to the skeleton from scratch in the…
Last reply by jnord71, -
- 11 replies
- 913 views
ok ive been thinging if using the aim at constaint with the gun is a good idea. this is what ive come up with so far. i just cant figure out a way to make it work when the gun is being held by a model such as tom. here is the model. Gun_8.mdl
Last reply by KenH, -
- 5 replies
- 913 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, -
Resizing rigs
by MJL- 10 replies
- 913 views
Gene and I are conspiring once again, and I'm trying to help by making a couple of variations of the elf model, shorter, fatter etc. I had no problem changing the mesh but I had to move some bones. I could find no way to select the whole rig in bones mode, so I had to move one bone at a time. Shorter, I had to rescale leg and such and drop the arms. Keeping the bones in approximately the same relationship to the CP's assigned to them. But they ended up being difficult to animate with. I'd be willing to bet that this is ground that has been traveled before by someone, and was just wondering if there are any tips or suggestions that someone might share. thank You…
Last reply by NancyGormezano, -
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- 4 replies
- 911 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, -
- 4 replies
- 911 views
I have a very simple rig in this character which uses knee targets, which are children of the pelvis. The left and right knee rigging is identical but I am getting this problem with the right knee only. Any insight into the cause would be welcomed.
Last reply by Paul Forwood, -
- 1 follower
- 7 replies
- 907 views
Hey all, I'm working with my copy of A:M 2000 and I'm having problems with the Pose example listed in the manual (page 443) that deals with making arcs to have a bunny ear bend smoothly. I've worked through the text but the end result doesn't appear to be working. It crimps real ugly like. I know I'm missing one small but vital step. Can anyone show me the error of my ways? I've had A:M for years and recently have been getting back into it. I'm spending most of my time understanding the constraints and poses (some of the things that had stumped me in the past.) I'm making substantial strides and I'm having a blast rediscovering why I liked A:M s…
Last reply by chris_waters72, -
- 3 replies
- 903 views
My bones aren't working properly. Maybe i am doing something wrong, does anyone have a video tutorial on how to properly make bones so they don't completely mush up my model into destruction. I would also like to know how to make the eyes rotate like real one's, but whenever i try they mush up like always. An example model would be great also. Thanks in advance
Last reply by itsjustme, -
I made a new model and rigged it with some bones. When I start animating a pose all goes well. Then I add a dynamic constraint. Works fine. I delete the dynamic strained option. Suddenly my bone disappears and leaves no options in the Object Properties rotate : "#QNAN". I can't delete this option as it keeps returning. Is this pose scrambled or do I need another option?
Last reply by robcat2075, -
- 8 replies
- 901 views
Okay, I just used the 'Squetch Rig', and before I go further, I would like to say that it is great, easy to set up and control. Now for my question. After I rigged my character up, I went to the action window to see how everything was working, and see what smartskin I had to apply, and this is what I found [attachmentid=11857] Now I know why the stomake is skinny, that is one of my poses, but what I don't under stand is why my models feet turned sideways, and why the arms detached from the torso (I didn't attach them in modeling, but did place them inside the torso) To give you a better Idea of what you are looking at, here is what the model window looks li…
Last reply by itsjustme, -
- 2 replies
- 900 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, -
- 1 follower
- 6 replies
- 898 views
So hashers, I need a principle check here to make sure my idea for rigging this part of a model will work. I would like to rig two tubes, one inside another with "spline lines" around the outertube. I would like to have both tubes move by using a null grabpoint in the middle of the outertube, with the ends of the tube pointed at nullachors; or as it will be used attached to geometry. Now what I think I need to do is use IK and orient-like constraints and compensate mode to IK the second Bone chain ,which is the inner tube, to the First Bone Chain (Outer) which has the middle bone of it iked and "orient-liked" to the nullgrabpoint. With the ends bones of each chain aimi…
Last reply by TheJunglist, -
- 13 replies
- 898 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, -
- 1 follower
- 5 replies
- 896 views
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, -
- 9 replies
- 888 views
Hi, I'm working with AMV14c I can't seem to be able to create a pose (off/on or percentage) to had a bone!? I've done this before but now 'j' won't hid the bone and if I expand the properties and select the bone and click on the 'eye' it won't turn off!!?!! Any one have any ideas???? Thanks, Rusty
Last reply by robcat2075, -
- 11 replies
- 886 views
Okay, here's the problem. I've created a new on/off pose relationship/control for a model. What I want to do is turn on 'Render as Lines' for a group and then set it off in the off position. Here's the rub, the control or setting 'Render as Lines' is NOT visible from the pose... even after I click the 'show more than drivers' icon. Can this be done? or am I stuck using some kind of workaround, such as a separate model for the item I want rendered as lines and just turning it on/off in the choreography? Any ideas would be welcome... thanks!
Last reply by mtpeak2, -
- 8 replies
- 885 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, -
- 5 replies
- 883 views
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, -
- 1 follower
- 10 replies
- 883 views
Okay here I go again with a question I have been to scared to ask for ages. I have had AM for nearly 4 years and I always give up when it comes to rigging a model. when it comes to Attaching the CP's to the bones I always get CP's that don't look like there are attached to the assigned bone. but when I check the messy Control points weight the reading is always 100%. ( see the Attached picture.) The left thumb has assigned CP's but you can see they have mind of there own. I have spent hours with the putty dude add back bone tutorial assigning bones and getting the same messy results. I sometimes wonder if the people that made the rig dont' want it reused. Even …
Last reply by mtpeak2, -
- 1 follower
- 7 replies
- 883 views
Hi Robcat because of my recent right click issue I lost your script for alternative Fingers in TSM2. Could you post the link for the location with the instructions please?
Last reply by jason1025, -
- 6 replies
- 882 views
I remember a couple of months back someone was working on a water rig and there was an example movie that was very cool. I was wondering if the creator of the rig finished it. I was also wondering basically how it works. Thanks, Doug
Last reply by Douglas Ferrin, -
- 6 replies
- 878 views
Here is an interesting challenge: Make a complex rigged model out of smaller rigged models by importing the smaller models into a new model. Like a cut and paste operation, it could enable you to rapidly build complex abstract or natural looking models (like trees) to be animated in fascinating ways. Iterative operations like this could get you into trouble, but done right it could make for some amazing possibilities! I don't know if it will work, especially importing models with constraints and relationships applied. I would think that all the parts, constraints, relationships, etc. would need to be renamed to be unique each time prior to being imported. (I've t…
Last reply by williamgaylord, -
- 6 replies
- 877 views
another question for you guys... I am making a model of machanical legs and i am trying to get the bones right. I have been looking at some of the included models that came with hash and they use constraints in relationships. my problem is that i cant figure out how to add a new relationship without having to go though smartskin, but even still i cant get it to work right. Any help would be very greatfull! Thanks, -ALL
Last reply by 3DArtZ, -
- 1 follower
- 9 replies
- 875 views
TWO Director, Bob Taylor, wants to meet on Skype with the riggers, (that'd be Mike, David, and Mark). So you guys need to download Skype, and post your Skype name in this thread. Also, what's the best time to get all 3 of you together? (Remember to include PST, EST, MST, whatever).
Last reply by itsjustme, -
- 1 follower
- 5 replies
- 872 views
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, -
- 13 replies
- 872 views
Is there a way to set a switch for turning a relationship on and off in the chor? Cory
Last reply by cory, -
- 1 follower
- 7 replies
- 861 views
Earlier today, I completed the lip syncs for a character model that I have been working on - actually, it's a self-portrait of me! Snag is, having created the relationships for the 'Preston Set' lip poses, I realised that I needed these for some other human characters that I have been working on - among them, a character model of me in butler costume with ill-fitting skin wig. What I am finding now is that I cannot just copy the relationships straight to it like in any decent windows explorer. I click and drag the relevant folder to the place I want, but it only returns the negative sound. I drag the whole relationships folder onto the other model and it…
Last reply by DCLeadboot, -
- 8 replies
- 861 views
Some CG for cartoon-look type stuff http://www.cartoonbrew.com/archives/2006_10.html#002394 The thing with the birds seems like a very specific-need situation but I'm wondering how one might incorporate A:M dynamics in a rig to do that. Somehow you'd have to be able to vary where the origin of the chain was... anywhere from the head to the tail. We can't make a slider control constraint enforcements yet, can we? More useful probably... The thing with the hedgehog obviously looks alot like A:M distortion boxes, but it's a distortion box applied from the "camera view". [attachmentid=21781] Anway to do that yet?
Last reply by raillard, -
- 7 replies
- 861 views
HI- V15.0i Wondering if anyone has been down THIS road. I have a character with hair that I have groomed while the hair was set at 'Constraint=100%'. Now, I want to make a pose-slider or find another way to make the 'hold' on that hairstyle let go...as in animate down to zero % constraint... and then back again to the groomed style. The pose slider AND animating the constraint value on the timeline in the choreography seem to have an 'all-or-nothing' effect, so the hair 'pops' from one setting to the next and back. I am looking for more of an incremental change. Thanks for any speculation.
Last reply by John Bigboote, -
- 1 follower
- 3 replies
- 859 views
Thanks everyone for your rigging and modeling advice in the past! I've now come to the fun part of rigging and skinning a character: shoulders. I have a character wearing a t-shirt and am looking for the best way to deal with arm roll deformations (i.e. how to make the shirt *not* roll when the arm does). So far, I've culled ideas from a few different sources and have implemented fan bones and smart skins to good effect for basic up/down front/back movements. Naturally, all this goes out the window when his arm bone rolls...and it does. What are some approaches to this problem that have generally worked in the past? I've considered adding a separate bone for the shir…
Last reply by SplineSoup, -
- 7 replies
- 858 views
This facebok user asked this question 'can someone one walk me through on how to add kinematics on human character!=)' I was hoping that maybe people here can help since you guys always seam to rock it!
Last reply by Meowx, -
- 5 replies
- 857 views
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, -
- 3 replies
- 856 views
I am ready to rig my character now. Should I lay in the spine first then arms ,wings and legs. I know I can drag and drop for the hierarchy, but is there an order people generally follow when laying out bones to minimize the need to do so?
Last reply by Scottj3d, -
- 4 replies
- 854 views
Hey all, I'm crossposting from the same topic on the SDK. What I'm trying to do is apply a Constraint (well, an Expression would be ideal) onto a bone inside a Pose. The RelationshipSample shows how to make a pose and rig up some properties there, but I can't figure out how to actually apply the Expression. My first attempt had me walking through pointers with this code (assuming the HModel hm comes from editing the Pose): HEulerRotateDriver *qrd = HEulerRotateDriver::New(); HFloatDriver *hfd = qrd->GetZ(); HBone *grabbone = hm->FindBone("Bone1"); HTransformProperty *tp = grabbone->GetTransform(); HRotateProperty *rp = tp->GetRotate(); rp-…
Last reply by 3DArtZ, -
- 1 follower
- 4 replies
- 853 views
I'm still very new to AM and all, but I can't grasp how bones work. Watched several tutorials where the 2001 bone rig was used on a model, adjusted and animated. Tried this my self and after several tries, it still doesn't fully work like in the tutorial. The model twist and turns getting all messed up when trying to move bones around. Some times they don't move correctly and many other problems. So I'm pretty sure I'm breaking the 2001 bone rig when I'm adjusting it to fit the model I'm trying to put it in to. But don't know when nor can't tell when I'm breaking it. I scaled the model over the bone structure with out moving around the bone rig and that se…
Last reply by dblhelix, -
- 3 replies
- 850 views
http://www.bee-s.com/~gggg/tut/falloff/falloff.prj Thank Hashers!
Last reply by Kamikaze, -
- 4 replies
- 847 views
Another "useless" useful trial [attachmentid=15746] [attachmentid=15747] lights.mov lights.zip
Last reply by NancyGormezano, -
- 3 replies
- 840 views
Have a question why is the tail and leg moving at the same time when I start a new action I've gone as far as changing the model a little bit but it still moving at the same time ? Here a pic.
Last reply by mtpeak2, -
- 3 replies
- 840 views
so ive been away from AM for a bit and decided to get back in with ver 17. i tried to install TSM2 and it did not show up in my wizards plug-ins im in 64bit version so im thinking thats why. just need some advice as im not very good with rigging. should i use the lite rig? or is there a new rig version that i should adopt that will work well in ver17? thanks mike
Last reply by Fuchur, -
- 4 replies
- 839 views
Well, I've managed to make a pretty decent (atleast workable, nothin fancy) bone system for a robotic character I'm making (Considering I don't have much experience when it comes to such things). And I recently decided for animation purpose I better find out how to use nulls for the hands and feet so they can stay in place. I have managed get my feet to react to nulls via IK Kinematic constraint, so far so good. Its just I have no clue on how to keep the feet level, I don't want the feet to tilt around the null, I just want them to stay flat (unless the null is rotated of course). Is there a simple way of doing this? -L11-
Last reply by jamagica, -
- 4 replies
- 839 views
I'm running into problems with a pose similar to the "Shaggy/Doorknob" tutorial in the Hash manual. I am trying to constrain both of my human model's hands to the handle of a pushcart model so that as the human model's rig moves through a walk cycle the hands stay locked in place on the cart's handle. I'm using a compensated IK constraint on the forearm bones and a compensated "Orient like" constraint on the hand bones (as suggested in the "Shaggy" tut)). The hands stay oriented like the handle bone, but they still leave the handle as the spine pulls the arms during the walk cycle. What am I doing wrong? Thanks, Chris
Last reply by cribbidaj, -
- 3 replies
- 839 views
I remember a thread where someone at least partially explained how to have multiple keys in a smartskin and get a smoothly interpolating result. Does anyone know where that is or recall what their strategy was?
Last reply by HomeSlice, -
- 4 replies
- 838 views
i ve always being considering this for a very long time, my could i create my own rig , like TSM and so on any replies.
Last reply by robcat2075, -
- 1 follower
- 4 replies
- 835 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,