A:M Rigging
Rigging & Relationships
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Im trying to fiure out how to do the fan bones Will Sutton talkes about on his magical cd Do you asiegn cp's to them ,if so is there a movie or tut showing placement of them anywhere .I realise modles are differant but it would help me a hellova lot to see it done .Will explains the orient and placing the bones but don't go into the cp's .Thank's for any guidance
Last reply by steve392, -
- 5 replies
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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, -
- 0 replies
- 383 views
Alright. I am rigging a paper cutout guy--his torso and face are paper, and his limbs are wire scotch-taped to the body. I'm now rigging the guy, and am having problems with the "paper" of the body. If I try to get the upper, taped parts of the wire limbs to move, and have the paper (and, by extension, tape) follow, the tape deforms at a different rate than the paper, and tends to go through the body, rather than follow along nicely. I've tried various mesh rearrangements, bone assignments, &c., to no avail. (You can see from the visible skeleton pic that I've tried to different leg riggings--the left leg has a long bone that goes to the top of the thigh-wire, includ…
Last reply by someawfulbridge, -
- 8 replies
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I have created a character whose face is simply a decal. I would like to learn how to animate a face using decals. If any of you have seen the short film Batman: New Times on the internet, then you will understand the look I am going for. I am just learning about rigging and relationships so I am probably going about this thing completely wrong, but this is what I have tried so far. (I got the idea from the teapot example in Chapter 8 of David Rogers' Animation:Master - A Complete Guide.) Based on the original decal, I created 4 more decals of expressions for happy, sad, surprised, and angry. I numbered these images along with the original base image and i…
Last reply by 3DArtZ, -
- 1 follower
- 5 replies
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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, -
- 4 replies
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Howdy all! I am having some unexpected behaviour with a kinematic constraint to a null. The setup: I have a chain of 8 bones (it's in a tentacle, but that probably doesn't matter much) running vertically (parent is at the top, bone #8 is at the bottom). I have a null that is doing the actual moving around. I apply a Kinematic Constraint from bone # 8 (end of the chain) to the null. Bone #8 now 'moves' over to the null, dragging it's parent bones along (just like if I'd grabbed bone 8 and moved it manually). This is expected. Things go fine until the null raises (translates in the +Y direction) up past about 1/2 the length of the chain. …
Last reply by robcat2075, -
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Please don't RTFM me, I am nowhere near my manual and could use a question answered. I am using Ver. 13.0J. I cannot orien't like any bones or IK to any bones, only to nulls. Is this the way it should be?
Last reply by UNGLAUBLICHUSA, -
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AFAIK, an animated distortion box has to take the form of an action object which means it has to be animated in the action, which means it can't be manipulated in the chor. Am I wrong? Is there a way to include a distortion box in the rig of a character such that I could keyframe my distortions in the chor?
Last reply by 3DArtZ, -
- 10 replies
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O.K., Lets see if I can stump you guys & gals. I have for better or worse created poses (relationships) in Version 13.0J (the newest one). Can I combine the attributes inside (Eulers, orient like, etc.) into one folder / pose that I can then import into a choreography. Or do I have to add each one individually - or re constrain? Enquiring minds want to know. Thanks
Last reply by UNGLAUBLICHUSA, -
- 0 replies
- 399 views
(Oops, topic should read "Wanting to re-rig an old model".) This is Gus Gizmo, the first guy I ever built from scratch in A:M 8.0 back in 2000, and it shows. After recently getting the program upgraded, I'm wanting to rework the mesh a lot and bring it closer to my original sketches for him, as seen on the right. I also want to re-rig him after seeing what's available now, since his original rig system is very crude. He's one of the leads for a sci-fi adventure, so he needs the ability to have some subtleties and idiosyncracies, but I still want him to be somewhat mechanical in a lot of his mannerisms. Since his original construction, he's had a little os…
Last reply by GizmoMkI, -
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I have somewhat unorthodox problem... I have two instances of a character: 1. Rigged model (not textured) 2. Textured model (not rigged) Spline Mesh of the both models is identical (some CP's are moved around, but no other changes) Could it be possible to take those two instances of a model and make them one ? (the easier way than take rigged model and texture it or vice versa) Any ideas?
Last reply by heyvern, -
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- 19 replies
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I've got two gears and a large door. I've given each gear a bone and placed constraints that only allow them to roll. The larger gear is constrained to the first gear so that when the small one turns it turns. Only problem is that the larger gear actually needs to turn the opposite way. Does anyone know what constraints to apply to make this happen, cause I'm stumped.
Last reply by Ilidrake, -
- 8 replies
- 816 views
Hi, Me again. I have been working with a Model I design and Once I started changing the mouth, the Bone position got stuck in an upward position whenever I put it under the head, Anyway, I was hesitant to do so, but I am posting the model hoping somebody knows how to fix it. The broken Bone is Bone 5 and is located under the Head Bone. It is positioned fine until It's put into an action or choreography. Edit: Fianlly added it by copressing it to a zip RoverN1.zip
Last reply by itsjustme, -
- 6 replies
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i found this while looking for tips on animation aumong other things. http://www.computerarts.co.uk/tutorials/3d..._complex_joints
Last reply by UNGLAUBLICHUSA, -
- 2 replies
- 514 views
I have a figure that has been fully rigged (well not fully, gotta set up joint constraints yet), and there's a part of the character I don't want to be visible all the time. I had thought about creating it as a seperate model, but I want the bone to be part of the main character's skeleton. The appendage in question is not attached to my characters geometry. Is there a way to still include this appendage in the skeleton without it being visible all the time?
Last reply by Wizaerd, -
- 1 follower
- 10 replies
- 885 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 reply
- 519 views
I can't undrerstand how the relationships are organized in various parts under pose sliders. Does anyone know a tutorial for organizing relation ships? Pose_Slider_Before.bmp Pose_Slider_After.bmp
Last reply by mtpeak2, -
- 2 replies
- 675 views
Hi, It's me with another question. How do I get the Knees to move smoothly, Iwas trying to rig off of the thom model, but didn't get the knees. I'll get to the arms if I can't figure the out myself. Does anyone know how to Rig Knees from the 2001 Universal Skeleton?
Last reply by mtpeak2, -
- 2 followers
- 27 replies
- 5.7k views
Hi there, I have a rig that I was working on a while ago. I am quite pleased with some of the features. It isn't finished yet and consequently the right half of the body isn't rigged as it should be. (**NOTE, ONLY THE LEFT SIDE OF THE BODY IS RIGGED PROPERLY** You may notice odd twitches from the right leg. This doesn't happen with the left. Some of the deformation is off because I removed geometry for the sake of sensorship and copyright.) **UPDATE** I POSTED A MORE COMPLETE VERSION OF THE RIG ON THE BOTTOM OF PAGE 1 Here are some instructions and notes (please forgive my wierd naming conventions): --------------------------------------…
Last reply by John Keates, -
- 7 replies
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Hi all, First post here. I am in the proccess of rigging my own model and I am trying to learn how to rig the knees and elbows. I am trying to teach myself by looking at the Thom skeleton for hints at how this is done and I got quite a surprise when seeing how many bones were allocated to the legs. Question1 For knee orientation there is a hierarchy of Leg Hinge/Knee/Thigh orient, but I have not figure out how these manage to influence the Thigh and calf bones...i.e. what constraints are applied? If you know how this is done please give me a run through Question2 There are several "balance" nulls and bones...what benefits are there from having these? …
Last reply by itsjustme, -
- 4 replies
- 992 views
I love the video tutorials, they make learning some of the more complicated aspects of A:M way easier than reading written tutorials with either no pictures or static pictures. I learn far better by seeing and doing than reading, so was hoping I could find one specific to modeling, and rigging a hand for animation. I've read all the available tutorials, and have actually come up with a fairly decent hand model (using David Rogers book specifically for that tutorial)... However, I'm running into some problems with rigging it, and the written tutorial to rig it is hard to follow. If I could see it being done, I'd have a whole lot more luck...
Last reply by Rodney, -
- 10 replies
- 1k views
Hello, I bought setup machine a while back to aid in the rigging of this guy once I finished modelling him. He's about as fine tuned as he's going to get in that area, so I thought I'd start w/ the rigging. One thing confuses me, though.....setup machine seems to generate more than just 2 bones for the arm....its generating like 3 or 4, which seems odd. I don't remember specifying more than 2, and I didn't think there was a way to do that. Since I have a long neck on the dragon, should I be manually be adding additional bones for that? It seems kind of difficult to get the bones positioned correctly before auto-assigning cp's. How closely do they …
Last reply by Ilidrake, -
- 1 reply
- 525 views
Hello, I'm getting a funny error message when using TSM and positioning the bones prior to assigning the cp's..... I'm in translate mode, and I'm hovering the cursor over the manipulators, and I get the error: Model1: error loading string: -1 What the heck does this mean??
Last reply by luckbat, -
- 0 replies
- 414 views
Hello, I bought setup machine a while back to aid in the rigging of this guy once I finished modelling him. He's about as fine tuned as he's going to get in that area, so I thought I'd start w/ the rigging. One thing confuses me, though.....setup machine seems to generate more than just 2 bones for the arm....its generating like 3 or 4, which seems odd. I don't remember specifying more than 2, and I didn't think there was a way to do that. Since I have a long neck on the dragon, should I be manually be adding additional bones for that? It seems kind of difficult to get the bones positioned correctly before auto-assigning cp's. How closely do they …
Last reply by Roger, -
- 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, -
- 1 reply
- 546 views
Can you guys check this out for me: I'm using the old 'stride length' feature to keep a wheel spinning properly to the groundplane. Used to use it all the time this way... I made an action and checked 'has stride length' and set-up the rotation to the grid. Then, in the chor, applied said action to said model...and according to my old version 8 manual, under the 'shortcut to' instance of the action I 'should' see a 'USE stride length' option... well, I don't. Is this feature gone away? Is there a better way to do this? V13.0D on a PC
Last reply by Rodney, -
- 5 replies
- 710 views
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, -
- 2 replies
- 546 views
I am using TSM2 (v1.07) with A:M v.13d to rig a model. After smartskinning I rigged the model using the TSM plug-in. While trying to complete a simple walk cycle action I have run into a problem with the "torso control bone" when I paste a mirrored keyframe. This problem is only happening with this particular model, so I'm assuming this is a case of "operator error" somewhere in the rigging process. Can you direct me how to alleviate this problem without starting all over with the skeleton process? I have attached a few lo-res jpegs to illustrate what's going on. Another matter that I've noticed that is consistent with all of my models rigged with TSM is that th…
Last reply by John Bigboote, -
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David after the rig is installed, what bones are actually tied to the cps of the mouth, and eyebrows? I have been playing with muscle poses but I wanted to play with all aspects. and are any of the pose sliders and face interface tied to any of the bones for the pose? Steve
Last reply by Shelton, -
- 1 follower
- 0 replies
- 556 views
I have been making poses inside of the rig. I have been using both bone poses with cp weighting and muscle poses. The muscle poses have been working quite well until last night. I have followed Mark's videos on muscle poses and walk through it again to make sure that I did not do something wrong. Here goes. I have created the poses with the pose slider (right side) in a relationship window and copied to the key frame. I then edit the relationship of the other side (left side) of the pose in a new window and paste the key frame mirrored. What i notice is that the pasted mirror key frame drops the pose slider to "0" instead of "100" as it should be on the slid…
Last reply by Shelton, -
- 1 follower
- 8 replies
- 769 views
I have installed the face rig in a model and I am having trouble with the eye targets. The eyes are crossed. If I take the enforcement to "0" the eyes are straightened. If I take it to 100 they cross. I have tried to edit the relationship but I am not having any luck. Any help Steve
Last reply by rusty, -
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- 4 replies
- 783 views
I have no idea what to do when it comes to rigging, and i think it's really holding me back because I can do some ok modeling but I have no idea where to start when i want to animate anything. I really need to learn how to use constraints and stuff, and I know there's probably some obvious place to start learning but I looked around and I must have missed it. Where should I start? I think i'd like to rig some mechanical models.
Last reply by rbjohnsn, -
- 1 follower
- 4 replies
- 583 views
Maybe I'm crazy (ok I am) I am constructing models for a new HD film I'm working on that has 30 SFX shots. I was working on a space capsle from which I started Making the parts, Body, Door, Window, hatch, and four chrome vents. Once I made the peices I went to create a new model imported all the parts and were able to assemble them. Their properties were saved. What was chrome still was, what was black still was. Here I thought I was starting to get the hang of it. Groups created automatically as I imported the model parts and kept their name as well. I composed the snowy scene where the camera moves up a cravas and we find this Alien pod (looks really good b…
Last reply by KenH, -
- 1 reply
- 397 views
Error loading string is the problem I recieve when placing a constraint on anything in choregraphy. The constraint still works but it's a problem to figure out whats what. Anyone else having this problem? I have v13, haven't updated to v13c yet.
Last reply by 3DArtZ, -
- 3 replies
- 574 views
I have this nice model i made in AM but dont realy know how to rig and dont want to realy learn it im too lazy could someone rig it for for me. Here is a picture o the model. O ya and i model only for now but would realy like to try somethings on teh model but dont have it riged.
Last reply by 3DArtZ, -
- 1 follower
- 3 replies
- 519 views
I have finished installing the squetch rig into the character ( thanks David). After three times of messing the rig up I have learned a valuable lesson in progressive saving. Anyway, what is the best way to remove the creasing in the shoulders and elbow areas. This will aply to the face areas as well. I have tried smart skinning the area but as I move the arm in differnet movements it seems to be worse after smart skinning. And as i try to weight the area i seem to mess up the nice features built into the squetch rig such as the bicep movement. Any way any help is appreciated. Steve
Last reply by Shelton, -
- 10 replies
- 943 views
i have some models i made and some that i edited can anyone rig them for me ?
Last reply by Symbiot2006, -
I purchased a copy of TSM2, and in my excitement it never dawned on me to read the fine-print ( ) Seems that it won't work with my version of AM (10.5 I know, don't laugh, I don't have the cash to upgrade yet) Anyway, does anyone have a copy of TSM1 that works with 10.5? I'd be more than happy to make an even swap. The program is pretty useless to me, whereas version 1 would be extremly helpful. Anyone wanna do a trade. Straight up, no bull. I just want a copy that works with my version of AM and am willing to trade fair-and-square.
Last reply by Ilidrake, -
- 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, -
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- 2 replies
- 532 views
After a couple of posts about rigging a character I started over with one. I guess I need to go back to the basics. I used the 2001 rig and added several items. My question is this. With all the characters provided on the cd all the relationships and contraints are built into the models. When you place them in an action or chor window the relationships follow. My problem is I don't know how to build all these constraints and relationships in the rigging process. Is there a good tutorial or is someone willing to walk me throught this. I have bought all the training cds and pulled them out to watch but most of them are giving examples or what is possible. I guess I…
Last reply by Shelton, -
- 4 replies
- 1k views
I have been looking at The Setup Machine by Anzovin Studio and Weight Mover I was woundering if these plugins was worth the price and has it made your work flow faster? I have also noticed the last video series are for AM: 2003. Will these plugins work for AM: v12? Any feed back would be great. I need to make my work flow a little faster so I have been looking into AM resources and plugins. If anyone has any links to a demostration useing The Setup Machine by Anzovin Studio and Weight Mover it would be great. I would love to see what it can do. MP3D
Last reply by MP3D, -
- 1 reply
- 504 views
Was have an object on a path move up and down with an expression while hooked tp a center pole. Have a few tweaks but then went and threw this together instead using part of te idea [attachmentid=17364 project release 13 [attachmentid=17391] ncube3.mov ncube3.zip
Last reply by Zaryin, -
- 5 replies
- 934 views
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, -
- 6 replies
- 716 views
We have a "translate to" constraint but is there some way to make a "translate like" constraint such that if I moved Bone A on it's x-axis it would make Bone B move on it's own X-axis, no matter what B's orientation? I know this could be done with an expression, but is there a constraint way?
Last reply by Rodney, -
- 11 replies
- 1.1k views
So, I've got a bunch of bones representing a cloak. Those bones are constrained to control bones, and the constraints have been set with various degrees of lag to make the cloak flow more realistically. However, for certain kinds of quick motion, there are times when I need to minimize the lag. Ideally I'd like to have a "cloak lag" percentage pose, allowing me to shift from low lag to high lag as the animation requires. But since lags are a sub-property of each individual constraint, I don't see a way to separate these into their own pose slider. Does anyone know a simple way for me to selectively control my constraint lag? I realize there might be a clumsy way…
Last reply by robcat2075, -
- 4 replies
- 617 views
Hi i've been working on John for a while and i need help rigging him. here's his WIP http://www.hash.com/forums/index.php?showtopic=22000 If any one can rig him please send him back to me at the_dude.3214 @ yahoo.com some one PLEASE help me john_needs_rig.zip
Last reply by trajcedrv, -
- 1 reply
- 741 views
I'm trying to make computer game content with Animation Master via the AMXTEX exporter and I am running into some rigging/export isssues. I've been able to make IK kinematics, aim-at, and aim-at (w/ scale to reach ON) constraints work fine. I'm not sure if Eulers export. The problem is my fingers I'm using no constraints on them, and I've tried rigging them in the 2001 skelleton manner with the rollhandle being used exclusively to flexing the fingers. In the bone view, the initial rolls of each of the fingers is set to 0. Now for some reason, when I make an animation of the hand closing into a fist (for instance), the fingers will roll too far and…
Last reply by DWARVEN_KING, -
- 4 replies
- 813 views
Yo Before I get started, I'm gonna mention that I'm only on AM 2004. I'm trying to set up a bone system similar to thom's balance posing, in his legs. Simple mesh, simple bone system. If anyone knows Thom's leg setup, even better. Basically I have the basic thigh-down mesh controlling bones (thigh, calf, foot, etc), which I'm trying to add at foot/leg-controlling null to. The null is placed at the ankle, and I've added the same bones that Thom has: the thigh aim, knee rotator with rotation limits, and the thigh orientation bone that is supposed to keep the thigh stable and most importantly FACING FOWARD. The first of the three is constrained to aim at the foot…
Last reply by Overcast, -
- 1 follower
- 8 replies
- 1.1k views
Getting ready to rig the face on a talking toolbox. i have already watched tutorials on face rigging and cp wieghting. Any thoughts? I have already figured out that the edges have to remain stationary. Steve
Last reply by Shelton, -
- 0 replies
- 585 views
Can A:M do motion tracking for live video? I am looking to do the kind where you place the dots on someone's face and match them up with a 3D prosthetic/morph or place an object on the ground and use it to "stick" a 3D object at that spot in a video. If it is possible, are there any tutorials for it?
Last reply by LordPython,