A:M Rigging
Rigging & Relationships
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In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something. Here's how to see it and change it: AssigningCPs.mov
Last reply by robcat2075, -
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PURPOSE We want discussions of "beginner" rigs, IK rigs, FK rigs, "auto" rigs, comparisons, suggestions, and design histories. POSTERS I suggest not commenting on a rig's strengths or weaknesses unless you have significant personal experience: this probably means accomplished animators and rig designers. An exception would be "first impressions": you can describe your initial experiences in trying out a particular rig for the rig's designer to think about. When you post into the topic, list your rig experience (maybe put it in your Signature). For example, 3DArtz (Mike Fitz) would have "designer: COGS" listed. You animators list the rigs you're familiar w…
Last reply by martin, -
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- 566 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, -
- 5 replies
- 920 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, -
- 5 replies
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Hey all, I seem to be getting sort of an "equal but opposite" reaction when moving certain bones--like cameras...after many frames of sitting still, if I want the bone or camera, etc. to pan or move in a certain direction, in the chor, I'll make the move then, when keying through the chor, I find that the bone has, before the previously mentioned keyframe, moved an *opposite* direction in the same distance so that, by the keyframe, it's back at the starting point to do the move I had originally intended. ?? I'm able to obviate this somewhat by going into the timeline and straightening the bone line out, but it's getting frustrating. Almost as if the prog…
Last reply by Darthlister, -
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- 1k views
Heya, all-- Is there a "from the beginning" tut anywhere on how to construct a rig from the ground up? Thanks, Rich
Last reply by Darthlister, -
- 3 replies
- 595 views
Does anyone have a small demo that shows the "Group" constraint doing what it does?
Last reply by robcat2075, -
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- 3 replies
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Okay, here's the deal. My character wears a cloak. The cloak has 60 bones arranged in vertical chains of four. I control the movement of the cloak by means of a pair of "lifter" bones which mirror the range of movement of the arm bones. The lifter bones use Smartskin to drive the motion of all the cloak bones, with various arrangements to accommodate various arm positions. (See screenshot below.) In practice, it works quite well. There's just one problem. I can't seem to find any means of mirroring the right lifter's Smartskin over to the left lifter. Selecting "Mirror All Smartskin" only copies over the spline deformations, completely ignoring the bone keys I h…
Last reply by entity, -
- 6 replies
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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, -
- 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, -
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Hello, I hope this question can go here, it has two parts actually. 1) I have a character rigged with the CD 2001 rig plus fan bones and I found a web page documenting how the rig works, but it seems I have a sligtly different one? There are some pose sliders that set up all IK, IK feet only etc., as well as some control constraints in the documentation that I don't seem to have. I rigged with the 2004 CD, but the file looks the same on the 2005 CD too. Do I need to replicate these poses? If not is there more up to date documentation for the rig? I went to: http://www.eggington.net/Hash/2001RigDocs/intro.html Specifically, I made a separate peace with…
Last reply by sbk, -
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- 21 replies
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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, -
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- 3 replies
- 692 views
Hello Everyone, I am looking for a copy of the 2001_Skeleton.mdl. I have had a break from animation and am getting back into it. But the 2001_Skeleton.mdl on the hash web site must have been saved in v15 and does not work in v14. Would someone mind uploading the 2001_Skeleton.mdl saved by v14 or before. Thanks in advance for your help. Andrew Simpson
Last reply by johnl3d, -
- 26 replies
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I had hoped to have the tutorial done by now...but, since I don't, I thought I'd at least give people something to tear apart over the weekend. Here's a project file with a rigged and unrigged head (for practice or whatever). Hopefully, the tutorial will be done in the next couple of days...I just don't know when it will be anywhere to be downloaded. I still haven't e-mailed Hash about seeing if I can put it up at AM Films...man, I'm really dragging my feet. Thanks to Victor Navone for sharing the rig he designed for his character in Big Bang and thanks to Shaun Freeman for posting an example on his website (I don't know if the downloadable example is still th…
Last reply by itsjustme, -
- 0 replies
- 598 views
Those interested in rigging will find this information quite useful. David Simmons has created a tutorial (in two parts) and let us upload it in the Software Tutorials Forum. Check it out! A Face Rigging Method by David Simmons
Last reply by Rodney, -
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The Software Tutorials Forum is proud to announce David Simmons's Tutorial on Rigging a Face. Thanks to David for making this available to the A:M Community.
Last reply by robcat2075, -
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- 2 replies
- 575 views
OK, I've been playing with some possible "little" solutions to problems with moving bones around in a controlled manner. There are 4 rigs that just do a specific movement. Some were not sucessful (hip rig) but could be used as an example for another solution. You will have to download the prj file and see for yourself. They are relativly simple rigs and shows my tinkering with rigging. I don't think these rigs would be applicable in any other application other than Animation Master, because of the in depth constraints offered to us by Hash, Inc.! In other words: Thanks Hash, Inc.! EDIT* I've included descriptions in the "action" file info blocks to help. …
Last reply by trajcedrv, -
- 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, -
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- 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, -
- 18 replies
- 1.4k views
Is there a key when using the rotate manipulater in bones mode to move in just one direction,as I keep moving at big jumps even when I zoom in I can;t seem to get it fine enough to hit the spot cheers Steve
Last reply by steve392, -
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- 2k views
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Last reply by Rodney, -
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- 6 replies
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This is a tutorial showing how to make an arm control rig using a method of finding the height of a scalene triangle (used in the current Squetch Rig). It is a more advanced tutorial that assumes you already know how to add bones, Poses and Expressions and have a general knowledge of character rigging. Included in the ZIP file are the video (29:26 in length, 900x600, H264 encoded Quicktime), subtitle file and an example of the rig. scalene_arm_rig_tutorial.zip
Last reply by jason1025, -
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A new user request. How to make a vine grow and wrap around something. -the vine ("plant") has regular spline rings along its length -every spline ring has its own bone -every bone is "path constrained" to the path that wraps around the column. -the "ease" percentage for each bone is keyframed to make the bones travel up the path in order. Look in the PWS timeline to see how they are staggered. - the leaves were made to sprout with a pose slider, but that part didn't turn out so well VinegrowingMP4.mov PRJ: GrowingVine06.zip
Last reply by nimblepix, -
- 1 follower
- 4 replies
- 2.2k views
A:M Technique: Smartskin & CP Weighting is back online! 2 hours of video https://youtu.be/gkBmYlRwP_8
Last reply by fae_alba, -
- 18 replies
- 1.6k views
I LOVE the Jeff Lew rig, it's really simple and easy for someone like me . . . but im having a problem. The contraints are setup through an action, and when i try to make a new action, the contraints get all messed up . . . can someone help me?
Last reply by jamagica, -
- 5 replies
- 709 views
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, -
- 5 replies
- 799 views
In the attached movie you will see a problem I keep running into with my TSM2 rigged characters (have not tried this on a non-TSM2 character) Basicly, I am trying to blend 2 actions together. 1 is a walk cycle repeated 3 times, the other is a 'handshake' action... so basically I want the character to walk up and shake hands. Everything is working right in the meld from 1 action to the other except for the arms- which raise to the Tpose in the blend then drop to where they were supposed to be going suddenly. I have tried this using FK and IK arms with the same results. I also have tried different blend modes (replace, add, blend) with unsatisfactory results. Can …
Last reply by robcat2075, -
- 3 replies
- 499 views
I have a A:M model that came in a T pose. I made an On/Off pose to put the arms down into a more natural position to begin animating. The pose works in the relationship window. but in the chor the model is not responding. What do I do. Also, I would like to have the arms down pose to be the default position when I open up the model. I would like to know how to do each of these things separately. Thank You for your help.
Last reply by MJL, -
- 7 replies
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I'm making good progress with the 2008 rig, putting it into Colfax, the one human character in Nightcallers. I'm still at the "rigging the right half" and am just finishing up the cp weighting. I'm thinking that I should put in half of a face rig at this point but I'm not sure how to proceed. I could put in half of Holmes' LiteFace but that would cause probs possibly with some multi-d relationships and may end up being more trouble than it's worth. I could just attempt to rig it from scratch but that seems like I could get in beyond my skills when it comes to adding the controls. How do other folks add a face rig at this point?
Last reply by steve392, -
- 3 replies
- 766 views
If I go to the CP weight editor to edit the weight of a CP that has only one bone on it, I can add a second by pick one from the Drop down list. But I can't add a third one that way. I can pick more on the drop down list, but they don't get added. How do I add additional bones?
Last reply by mtpeak2, -
- 2 replies
- 654 views
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, -
- 2 replies
- 739 views
How do I add more pose slider to a specific group such as lip poses. I know how to make pose slider, but I don't know how to put them in a specific tab under pose slider window. I have a tab for mouth relationship, and I am trying to add another lip pose and have it come under the tab for mouth. The mouth tab is already made.
Last reply by ruscular, -
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- 7 replies
- 759 views
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, -
After Bones: 1 2
by MJL- 1 follower
- 50 replies
- 4.2k views
I have made a new character. As you can see he is fairly simple, having no legs. I know that there are a number of rigs available complete with installers, but I thought that this might a golden opportunity to learn in more depth, step by step and rig this little guy from scratch. I have made the necessary bones and assigned the cp's. What would be the next step? CP weighting? And what about IK and FK and that Chain Thing?.
Last reply by Paul Forwood, -
- 3 replies
- 626 views
Here's a mystery for any interested detectives. This is a simple array of lights all constrained to point to a target, with no offset. It worked at first and I can remake it from scratch, but i can't figure out why they are not Aiming At properly now. Light_Ring_Bad2.mdl
Last reply by robcat2075, -
- 3 replies
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Well my friends, it's me again with another question that is probably simple, yet it eludes me. I have my model all rigged on the LEFT side and finished the Relationships completed and working well. I have flipped the Rig to the RIGHT side and looks good. In the process it Flipped the Relationships also. No problem. Saved as new model under diff. name...Then when brought in the old LEFT side Rig it only brought the Rig, NOT the Relationships. So my question is how can I get the LEFT Relationships into the same New model with the Right ones. I have opened both Relationships to Edit, Tried 'command C' (Mac) Then Paste 'command V' in the new with a…
Last reply by itsjustme, -
- 1 reply
- 742 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, -
- 25 replies
- 2.4k views
Here's the scoop. My plan to use expressions for this isn't working as planned. I am absolutely certain something can be done using simple constraints. Imagine a chain of bones, in any configuration needed to achieve the results. Don't box yourself in. For my example this would be bone spaced out evenly to control the opening and closing of a curtain. It would be easy enough to just use a translate to or orient like on each bone to have this chain "collapse" but I want it to work in a specific way. I want each bone to only move when the previous bone reaches a specific point. Say, half the distance to the next bone, then that bone moves in unison until it hits the ne…
Last reply by heyvern, -
- 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, -
- 32 replies
- 4.2k views
SO- the new version of 'Element 3D', which is Video Copilot's After Effects plug-in that renders 3D in AE via GPU now supports the importing of animated OBJ sequences, which brings me to wonder- how would I export an .obj sequence out of A:M?
Last reply by John Bigboote, -
- 13 replies
- 1k views
Hello, I'm animating a carnivorous plant which consists of: -a stem with several geometry bones -a leaf branching off the stem to the left and one to the right -a "head" with a mouth I'm using the TSM 2.0 neck and head rig. It occurs to me that animating this thing would be more natural if I had a null for the end of the stem control chain to drag the think around IK and then also a null for the middle of the stem so that I can control angle and degree of curvature of the stem using one null instead of setting keys for four control bones in the stem. I've attempted to use a combination of Aim AT and IK constraints. I'd like to know if there …
Last reply by nyahkitty, -
- 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, -
- 5 replies
- 616 views
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, -
- 4 replies
- 855 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, -
- 2 replies
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Hello, This is Rusty, an ancient AM (circa 2002-2009) user looking to get back into it again. Try to bare with my clumsy questions...its been a long time. First I need to finish the character models and wardrobes that I've already put thousands of hours into. My characters are just heads...everything below the neck is wardrobe (I connect head to wardrobe in the chor or an action depending)... TMS2 Question... Can someone remind me of what the status is of what use to be called the Anzovin TMS2 rig (I think that's what it was called)? If memory serves originally it was a couple of plug-ins you purchased from Anzovin then I think at some point it came packaged with…
Last reply by rusty, -
- 2 replies
- 737 views
Rigging Masters - I have followed the Squetch rig development for quite some time and actually have some semi-free time to experiment. I can follow the installation instructions fairly well right upto the point at which we are to assign geometry to bones through CP weighting. Is there any material out there that I can look at or work through that would help me understand how to complete this task? Your thoughts and patience is greatly appreciated. Bill
Last reply by wwoelbel, -
- 7 replies
- 2.3k views
Hi all. What's the best way to avoid wantint to putt all your eyebrow hair out when having tow characters physicallly interact? Using kinematics to keep them connected, but running into my models turning into rubber bands if I move one or the others juuust so... Rich
Last reply by robcat2075, -
- 2 replies
- 768 views
This is probably old new's to the Pro's(or just experienced riggers). I've been struggling to rig this Seraphim with all his armor that doesn't move like a typical character. It just dawned on me that I can go into the modelling window, select the group I want to assign to a particular bone hit the hide key then click bones mode. There you see only the groups you want to see and assign them to the bone really quick.
Last reply by Scottj3d, -
- 10 replies
- 982 views
after staring at loads of tutorials i am beginning to wonder if i have missed something fundamental somewhere.... i need to use a Null, attached to the wrist of a character so that i can move the entire arm and hand model realistically, but i can't find out how to do this! I can create the Null, i just don't see how it relates to the model. I'm not using any pre-made skeleton, as the model does not lend itself to that, and because i think you learn more from making your own than by dragging in anothers. I am also finding the concept of modelling in one window, and adding constraints in another to be rather bizarre...maybe i'm just not in the correct window? …
Last reply by lightningad, -
- 7 replies
- 1.5k views
I made a simple auto walk rig. You just load it into an action, constrain the hips to the hip null, and feet to the left and right nulls respectively, then drag the main bone and it walks. You'll probably have to scale your character down to fit it thought, as for some reason I only made it with a 50 cm stride. The only caveat is that it only works in the z direction right now. If someone smarter than I can figure out how to make it work in X as well, we'll have something. Here tis, Cory Oops I dont' seem to be able to attach the file...duh
Last reply by cory,