A:M Rigging
Rigging & Relationships
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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, -
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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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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, -
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I'm playing with Dynamic Constraints and now I'd like to reproduce one of the simpler examples in the Tech Talk #3 Video; the one where thee bones collide with a one patch surface. What ever I try, I'm unable to make it work. I have set Object Collisions to ON, but What else do I have to do? What is the obvious think I'm missing?
Last reply by HomeSlice, -
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Just wondering if other folks are noticing this: I use the dynamic constraint...a lot. I will notice that I get a lot less 'action' from it once rendered than I do in the animation preview of the choreography...it's almost as if the settings are changed or its losing momentum in the rendering environment or something. I tried a 'Simulate Springs' but I don't think that applies to the Dynamic Constraint...is there a workaround to getting the same action from your preview into your rendered final animations?
Last reply by John Bigboote, -
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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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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, -
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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, -
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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, -
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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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Decide to just auto assign cps after installing to posable rig then opened action window and..... After you stop laughing any suggestions are welcome the legs seem to work fine and the fingers curl just not sure why they flipped and shot up tp the ears
Last reply by johnl3d, -
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Here is a ZIP containing two example setups that show a way to limit "scale to reach" constraints. The first example is just setting an adjustable lower limit and the second has both lower and upper limits. I used these types of setups for the "scale to reach" poses on the limbs and in the bicep flexing in the Squetch Rig (the bicep flexing limits are in the next release). I made the examples in v11.1, so that anyone that can use the Squetch Rig can mess with it. The null named "Controller" is the manipulator, the "controlled_bone" is the bone that gets limited. Hope this is helpful. scale_to_reach_limits.zip
Last reply by Kamikaze, -
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Don't know where to post this exactly. I re-rigged the desk lamp on the A:M 14 CD. It is a lot easier to manipulate now. You just have to pull the Null around to position the armature. Rotate the Null to rotate the lamp head. desk_lamp.zip
Last reply by HomeSlice, -
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I copied the head of "Fat Guy" onto an re-rigged body. The old rig wouldn't work with the v13's Rig. I re-rigged the body, and it works, however the face is another problem. Using basic face bones and groupings for the face, but the face distorts when I added an action from the library. So I copied and pasted with bones from the first model, but as you can see the face is a bit messed up. Even when I create new bones, and attach them, the face distorts when I apply an action. Is there too many bones? Not enough?
Last reply by mtpeak2, -
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I am trying to use Marcel Bricman' tounge attached to my model. I've added the extra bone as stated in his directions, but have yet figured out the constraints required to attach it to my model. Currently I've used three contraints "Transliate, Orinete, and Roll" all of which are refferenced to the Lower Jaw Bone. As long as I move the Jaw Bone, the tounge follows and tracks as expected. When changing either the Head or Neck bones the tracking is sequed off, even though the Jaw Bone tracks thier movements properly. Has anyone accomlished this? This tounge is really neet and will work great for my phonemes. Marcel's tounge can be found at http://www.kci-group.com/z…
Last reply by rbjohnsn, -
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Hi, I've always had a bit of a problem with the placement of the shoulder bone. With the pivot of the shoulder and arm on one end and the pivot of the arm on the other its placement is important. Trying to match actual shoulder/arm motion with my model... the first little 'got you' is that most others (and everyone with the Squetch rig I've decided to use) always seem to model and rig with the arms out but the shoulders down -- i.e. with the shoulder bone completely horizontal. So okay, I'm going to do the same. Seems to me that you must figure out what two pivot points will work in all the positions of the arm. I've attempted to do just…
Last reply by itsjustme, -
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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 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 was studying the face rig portion of the squetch rig. Hat's off to David Simmons ! However, I noticed a translate relationships are applied to NULLs (as shown in the attached screenshot). Can someone tell me how's this done? How a translate relationship can be applied to a NULL, such as when the NULL is animated a pose or a muscle animation is done. Like in the FACE RIG? Satyajit
Last reply by satyajit2000, -
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i posted this in the newbies section, but got no response, not to mention barely any views. so, i'll try posting it here. so again i ask: does anyone know where i can find some (or at least one) tutorial(s) online about how to squetch rig a model in AM: 2004?
Last reply by itsjustme, -
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There's no shortage of tuts that tell about how to install a rig and they often make mention of specific constraints to apply in specific places. But I often find my self wishing there were a more basic tut I could refer new users to that covers these constraints in sort of a "what they do and why that is useful" manner. I'm thinking a good constraints intro would cover essentials like Aim At, Kinematic, Orient like, and Translate To and talk about their potential uses in rigging situations rather than identifying them as being in a certain rig in a certain spot. Is there anything like that already? Actually there was a book called "Charater Animation …
Last reply by Mechadelphia, -
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I have attached a model of a cartoon camel that I'm hoping someone can shed light on regarding rigging (especially where the legs attach to the stomach). My knowledge of rigging is very limited - though I have spent some time playing with constraints more experimenting is obviously needed. I'm at a point where I don't know how to proceed. Please take a look at the model and reply with comments and suggestions on how I might continue. Thanks, Chris. Camel_07.mdl
Last reply by jamagica, -
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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, -
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What exactly is the purpose of the "Bone to Spring" constraint? Are there any examples of it being used? Is it obsolete now that "cloth" is a "material" and no longer the result of the "cloth wizard" (Which I think no longer exists in A:M?) The cloth wizard created a grid of springs to simulate cloth. There seem to be spring creation tools in the A:M toolset but in what situation do they become enabled?
Last reply by robcat2075, -
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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 have been using a modification of the skeleton 2001 for several years. The only problem I see often is the 'snapping' that happens when an IK target (say, a Hand Target null) gets a little out of reach of the limb, and back. This little movie was intended to show a hand rig, but there's this little snapping with the forearm. http://www.moscafilms.com.br/temp/hand.mov I took a look on A:M sample models, and I notice this snapping is present too. Maybe some user with experience in rigging got rid of this? I could use some help.
Last reply by Rodney, -
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I have a model that I am applying contraints to. Logically, when I create an action to test it should only show 1 pose as there is only one pose in the project/model. However, there were other poses I deleted and I think the project or model is somehow remenbering them and applying constraints. Or it could be Gremlins....I tried creating a new project and loading the model but the problem followed the model...... Attached is a screen shot showing 3 poses turned on, I do not know how to determine which pose is the right one as turning them off A - B - C has no effect on the action. Anyone encounter this before or have suggestions? Thanks, MANY_POSES.bmp
Last reply by UNGLAUBLICHUSA, -
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One of the most easiest way for wheel path rotation I found is: 1. Make sure the bones of each wheel is the correct way(point 2 will tell you) 2. (Roll)Constrain all other(3) bones to 1 (wheel)bone. 3. Make an action, Z-rotate 0,-90,-180,90,0 (You could set the last number(0) to a slightly higher number like 4 or 5...) 4. Set stride-length ON, measure the radius, 2.r.pi = stride-length Niels
Last reply by nimblepix, -
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I have been waiting for this feature for a long time and curious as to what other think? My pitch for an add on to the squetchy rig. Hopefully it will be helpful. Especially to animators new to A:M, allowing them to start animating more quickly. Key Groups What it does : Force's keyframes for a group of bones via an ON/OFF pose. How it works: Takes advantage of the new V13 IK/FK auto constraint keying feature. Using dummy constraints and Null to define what bones to key and what type of key frames to set. Characteristics Speed : Can turn a ten step process into a one step process. E.g. setting keys for all the F.A.C.E nulls or blockin…
Last reply by bobcroucher, -
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Andy Gibbons has graciously contributed a quick down and dirty tutorial on importing BVH mo-cap files for use with the Squetch Rig. In his own words, "Once you are used to it you will be able to apply the BVH to the rig in about 5 minutes or so". Very impressive Andy! Note: Andy's original tutorial was in Microsoft Word format and I've converted it to PDF format with a few slight adjustments to image size. Any error in formatting is my own and should not be attributed to Andy. Andy has posted a project file with Squetch Thom and BVH action for viewing in HAMR Viewer/WebHAMR HERE. For more information on the Squetch Rig CLICK HERE. Mo_Cap_int…
Last reply by itsjustme, -
- 9 replies
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I'm looking for an A:M user adept at rigging models (mostly cartoon human and animal) who would be willing to rig some of my models. I've used Anzovin's TSM2, tried to create my own custom rigs, have studied tutorial after tutorial, have experimented with smartskinning and bone constraints, and have achieved mixed results in my rigged models. I've come to realize that my grasp of creating control bones and use of nulls and fan bones is going to be long in coming. I understand that rigging is a deep and complex area, but my needs are probably pretty basic for someone with rigging experience. Thanks, Chris
Last reply by 3DArtZ, -
- 3 replies
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Hello folks. I'd like to share a model file that I made. The purpose of this model is to create an on-screen motion arc, so that you can refine the swing of your character's limbs. It's an animation aid, in other words. Here's how to use it: On frame 0 drag and drop the Z-arc model as an action object into your Action file. If you're working in Choreography, just drop it into the Cho. Apply a Translate To constraint to the little bone floating above the floor (name of bone = Zarc the lad). Dab the eyedropper onto the bone of the body part of your character whose movement you'd like to refine. As you advance through your animation, Zarc will follow the lim…
Last reply by strohbehn, -
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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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I'm working with the "Fat Guy" model. Every time I apply a walking action it flips over. Any ideas?
Last reply by bighop, -
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I have a head model that I've tried adding a tounge to. The tounge has all the relationships and work with in the model. My problem is the tounge never moves with the head. I've given the main bone in the tounge two constraints, Translate to, and orient like the head bone. I am baffeled in that the tounge never moves with the head. Any thought wise ones?
Last reply by rbjohnsn, -
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I'm working on a complex rig and it's very difficult for me to manually select the unassigned CP's. Does A:M have the capability to group these or lock/hide all other CP's? This would certainly make my work a lot easier for this complex rig. Any help would be most appreciated...
Last reply by rbjohnsn, -
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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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I set up my model with simple eular constraints and it worked very well. However, I now need a more advanced set-up in order to preserve authenticity to the subject matter. My issue is in the thigh area, the thigh telescopes slightly to compensate for non-organic walk movement. (Specificly, there are ALWAYS 3 feet touching the ground) I tried quite a few diff setups, I seem to either end up in a circular constraint or scaling children which I can not use. Any tips or suggestions for this type of setup? (The legs do not attach to the body where the top of the leg is, there is a bone attached near the center of the body that actually drives the le…
Last reply by Tralfaz, -
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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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- 537 views
Hi guys, I was going through a great book called "Matchmoving" the Invisible Art of Camera Tracking. The first tutorial has you parent a camera to a null as a simple camera rig in 3d. So you move the null to control the camera. Now I'm using version 13 of Animation Master. It seems as though I'd have to create a model that has a camera in the model to do that. But this type of camera does not seem accessible once you drop it into the choreography like the default camera is. You can't delete the default camera and have this camera with a rig take over from there either. Perhaps I'm just doing it wrong. Does anyone have any suggestions on parenting objects in the chor…
Last reply by Frank Silas, -
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Hi! I'd like to constrain a bone with the "orient like" constrain to another bone but with more "enforcement" then 100%. Is it possible that a bone moves twice the speed (or anything higher than 100%) than it's "parent"? I bet it can be done with an expression, but that's a locked book for my brain ... Cheers, David
Last reply by DeeJay, -
- 8 replies
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I have started rigging my AT-AT and have the front legs boned. The IK chain seems to work and I have added constraints so that the legs will bend in only one direction. After all, the legs are pretty much hinged joints. I am trying to figure out how to keep the feet constrained to the ground, so that they don't go below ground level unless specifically moved there. I have been trying to disect the Rabbit model and have found a number of bones that were hidden and partially undertand what is going on with the bones and the constraints. Is there any documentation or tutorials on how to best accomplish this task and why it is being done the way it is? I w…
Last reply by Tralfaz, -
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- 3 replies
- 546 views
Is there any one who is good at rigging models with bones and adding the ability for them to use lip synch. I have a turkey model that i made and every time i so stuff the body doesnt do stuff like i want it to. I am only 13 years old and have 2003 i think. I am not stupid but it just doesnt like me. My computer is also very bad and doesnt work when i want it to so if anybody has time could they please help me or i can post the model on here as soon as i can. Yeah ill do that but if their are any rigs for a turkey or a bird like that could they upload them or somtehting because i am goin to use it for a video on Thanksgiving.
Last reply by 3DArtZ, -
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One of the really ellegant ideas that is used in the Squetch Rig is the "Install Rig Plugin". This basically allows you to fit each component of a rig ( say, a complete leg rig ) with all its geometry, control bones, Nulls, etc into a new model. Then when the Install rig plugin is run, all the components of the rig get moved back into their correct positions in the bones heirachy, and all the install bones are removed. The details are here: The Hash Install Rig Plugin The problem is that to install the installation rig, you have to move the install bones via the the "n", "r" and "s" commands along with dragging the position manually on the screen. You can…
Last reply by mtpeak2, -
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When a rig is installed into a new character model, there are usually lots of constraint compensate offsets that have to be reset so that bones do not move when the model is put in an action or choreography window. For very complex rigs like the Squetch rig, resetting all these offsets can be an extremely daunting task. You have to switch the poses first to particular modes before adjusting a constraint's offsets, you often have multiple constraints on each bone and so you may have to set them all to 0% first. You can easily make a typing mistake when you a returning the constraint back to its intended enforcement percentage. In the case where bone has two identical …
Last reply by rickh, -
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I've recently finished modelling a female character, entitled Camilla. Up to now, I've only rigged simple things, like bugs and the stuff out of the tutorial, that don't have fanbones, CP weighting and smartskinning. That's all changed now, I've jumped in at the deep-end of the modelling pool, and loving it... splashing around, desperately trying to keep myself from drowning. I've got some questions, that I can't seem to find any answers to... 1. I use the action screen to pose my character whilst CP weighting, the character looks like she's been in a train wreck. Is there any way to reset the pose back to zero, without having to do it manually joint by joint. …
Last reply by Krazyman, -
- 8 replies
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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, -
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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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- 6 replies
- 571 views
[attachmentid=21526][attachmentid=21527]I have the 2001 rig in a model but am having probs with the shoulders ,if I keep the arm striaght and move it its fine but as soon as I bend the arm in any way the bicept rolls and distorts the mesh badley .1 is it becuase it needs wiating and smart skinn 2 is it placed wrongly 3 is it something to do with the constraints.heres a couple of picks to try and explain ,before and after I move the arm
Last reply by steve392, -
- 2 replies
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I can't for the life of me remember how to get new constraint .I'm in bones mode r click on the bone but no constraint menu ,What am I doing wrong ,sheesh head like a sieve god I hate getting old using v 13j
Last reply by steve392,