A:M Rigging
Rigging & Relationships
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I rigged gre's Mech. spider....please critique it: themechspider I loved exploring how to rig the fangs...it was very fun. Please take the time to unhide the bones and see how everything works and stuff.
Last reply by mtpeak2, -
- 3 replies
- 856 views
http://www.bee-s.com/~gggg/tut/falloff/falloff.prj Thank Hashers!
Last reply by Kamikaze, -
- 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, -
- 0 replies
- 486 views
The Woz had a question "Is there some way that I can have a minimum scale value on a bone that is set to "Aim At" a target bone (with "Scale to Reach" on)? I want the bone to stay at or above its 100% default at all times." You can't set the If statement to modify itself (at least I can't) so it takes an extra bone that is constrained to AIM AT with Scale TO Reach and the Bone you want to have a Min Scale of 100% is constrained to Orient Like the extra (Dummy) bone and set the Scale for each axis as below Transform.Scale.X = If(..|..|..|..|Dummy.Transform.Scale.X<1,1,..|..|..|..|Dummy.Transform.Scale.X) Transform.Scale.Y = If(..|..|..|..|Dummy.T…
Last reply by Ganthofer, -
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- 2 replies
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I'm adding a second character to my music video (the main character just sits in an armchair and sings) and I want her to jump around, punk-style. I used the FemaleB model, with IK legs and IK arms on. I don't know the name of the rig, but it has hands, feet and hips targets, which I use to pose the model. I played about with a few bvh files and some walk cycles and although not perfect, I have a basic dance routine going. I'm managed to get the character to jump up and down but I would like to have her jump up and do the splits in mid-air. I've created the jump by simply dragging the hips up and down over a few frames, but when I try to move the feet at the top…
Last reply by blinky465, -
- 5 replies
- 1.1k views
I am confused about reusing a rigged model with relationships built in a new pose for multiple actions. When I create a new action the default "use model" option just lists the models I've rigged before setting constraints and smart skins. How do I go about saving the model with it's constraints and smartskin edits intact for multiple actions and choreographies? Thanks, Chris
Last reply by cribbidaj, -
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- 9 replies
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I am just doing this for fun... but... Anyway... Here is an animated GIF that describes what I am trying to achieve. [attachmentid=10423] How would you go about getting that type of constraint at the base? I admit the illustration is "incorrect". One side would be "shorter" than the other and cause a slight "tightening" of the chain due to the difference in distance from the top to the connection at the base. I tried using a shorter chain of bones between the two chains and used a kinematic constraint of the last bone of each chain to the last bone of this center chain. It sort of worked... but not quite. If I offset any type of constraint …
Last reply by Paul Forwood, -
- 1 follower
- 2 replies
- 834 views
Make a null at the root of the bone whose speed is to be measured. Have it translate to the moving bone with a lag of 1 frame. Make a bone that is at the position of the moving bone and aims at the null with scale to reach on. Now you can make a relationship from the z scale of the streatchy bone to whatever you want to be governed by the speed of the bone. Bish bash bosh, Bob's your unkle.
Last reply by Noel, -
- 5 replies
- 884 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, -
- 14 replies
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I put several bones in my model and created a new on/off pose. In the new pose I added constraints to the fan bones of the knees and foot. Once created, I tried manipulating the joints in the pose and found that they worked nicely. In order to reset the pose, I just hit delete keyframe in the frames toolbar. This reset my model, but did not turn off the pose. So far, so good. When I got down to the toes, I realized that I needed to add some fan bones to those joints as well. I added one fan bone in the model window, made sure the hierarchy was correct, and went back to the pose window to add the orient like constraint. Doing this, I made sure the Compensate mo…
Last reply by robcat2075, -
- 8 replies
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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, -
- 1 follower
- 9 replies
- 877 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, -
- 4 replies
- 821 views
I am working on fan bones. Put a fan bone in my model in the modeling window and assigned the center spline of the joint to it. Selected New Pose, on/off and opened a Relationship window. In the Rel/Window, I picked "Orient Like", selected "compensate mode" and picked the shin bone with an enforcement of 50%. To test this out, I opened an Action window and manipulated the joint. Here is my problem: When I manipulate bones in the action window and want to return them to their original positions, I thought I would just hit "clear" in the contextual menu. When I do that, however, it also seems to clear the work I did in the relationship window. How do I reset the bon…
Last reply by Eric2575, -
- 2 replies
- 677 views
In David Rogers book : AM 2002: A Complete Guide, David mentions locking bones in the relationship window. What does he mean by that and how is that done? I am attempting to add fan bones to a leg.
Last reply by Eric2575, -
- 6 replies
- 1.1k views
O | |-- /\ Ok, when I move the lower arm to face straight up from the elbow, the shoulder twists messing up the splines. Is there a way to avoid smart skinning to fix this problem? When I use smart skin to try and fix , I notice a new problem occures. When I try to animate the arm, it ceases to move or sometime jumps off the screen. I tried usen the shoulders and tried without. The arms are not connected to the body either. (To answer questions readers may ask) I'll post a photo if that would help, just ask.
Last reply by 3DArtZ, -
- 3 replies
- 778 views
Why do nulls rotate differently than bones? If I rotate a bone in the x axis the z rotation stays the same all the way around. If I rotate a null in the x axis the roll handle flips from 0 degrees to 180. Is there something I can do to make this stop? I wanted to orient a bone like a null because the null is easier to select but when it flips the z axis it screws everything up. I also need to be able to manipulate the roll handle so locking out the z rotation is not an option.
Last reply by 3DArtZ, -
- 1 reply
- 711 views
any way to have lights ( as in head lights) on a model turn on/off in a pose slider ( and how) Thank-you
Last reply by trajcedrv, -
- 2 followers
- 10 replies
- 1.2k views
Modeling of "The Tin Woodman of Oz" (TWO) movie characters has begun. One of the big goals of TWO is animator training. Rather than try and pick a single rig, we've decided to try them all. That way, animators can experiment with what kind of rig they like best, and be able to talk intelligently about the different methods. So, you rig designers need to decide which character would best utilize your rig, and call dibs on it. We would expect you to rig that character and champion your rig throughout the animation process. That character will become your baby.
Last reply by entity, -
- 1 follower
- 3 replies
- 791 views
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, -
- 1 follower
- 1 reply
- 712 views
I have a cool model designed rig and all ready to go and I am able to stretch the eyes to size of socket, but I want to be able to keep eye bones locked on eye nulls constant. Every time I go to a new pose or action I have to manually aim bones at null to control eyes. I see other people have this set on in user properties but I can't figure it out to set up. Do I have to redo all the bones in eyes to do this? Any help would be greatly appreciated. Animation master still rules.... Ren[attachmentid=9578]
Last reply by Chairoscuro, -
- 1 follower
- 6 replies
- 958 views
Do you pre-rig anotomical parts that you may use in building new models? I was thinking about it today, and it seems like it would save a lot of time to import body parts that already have weights, smartskin, and rigging. You could hold down CTRL to transform/scale/rotate the mesh at the same time you are moving the part into position. Then just drag the bones into the proper place in the hierarchy. You could have eye lids already modeled around an eyball, that already have pose siders for blinks. What do you think would be a natural place to cut up the body, as far a rigs go? I suppose that you could alter the rig you typically install to allow for the hands,feet,h…
Last reply by Hutch, -
- 1 follower
- 24 replies
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I'm glad Mulls ressurected this topic: http://www.hash.com/forums/index.php?showt...=0entry116078 because I'm really enjoying working with one of these setups. BillY, (If you happen to poke your head in here) Am I correct in assuming that there's similar info in the "animate a face" cd from Anzovin Studios? because if so, I'm buyin'!! Anyway, Like I said in the other thread, To save a lot of time, I set up my interface as a single patch with an image decaled onto it. I gave the interface patch a bone, and parented the nulls to the bone. That way I can grab the interface bone and straighten it out no matter what view I'm in. When I want to do a final re…
Last reply by strohbehn, -
- 5 replies
- 1.1k views
Can anyone help me out with a link to the Hash/Mark Skodacek rig?
Last reply by Fishman, -
- 11 replies
- 1.2k views
Hi, For the scooter I'm doing, is there a constraint I can use so that when the scooter goes forward, the wheels rotate?
Last reply by Steven Cleary, -
- 1 reply
- 723 views
I know that Mike, and David Rogers, and Sam, and John, and David Simmons, and Mark, and Raf, and several others have your own rigs. Go over to the "Hash Movie Project/General" thread and sign up for which characters you want. There's more than enough room for everyone, and the animators look forward to trying and comparing the different rigs.
Last reply by 3DArtZ, -
- 47 replies
- 5.6k views
Perhaps you've heard that Hash is starting a movie in 2006. One thing we'd like to have is a standard rig that can be used on all the characters. If you've developed a rig that serves you well, the animation directors for Oz would like to see it! Particularly ones that offer solutions to common problems. Or maybe you've made some stunning advance in the art. Post sample rigged characters in this thread. Of course, they will need to be non-proprietary rigs. I'm not a rigging expert, so I'll be looking at them from the POV of someone who'd have to use one to do shots in Tin Woodsman of Oz. And I invite all the other A:M animators to check these rigs ou…
Last reply by mouseman, -
Nerrazzi, is this what you wanted for shoulder movement?
Last reply by trajcedrv, -
- 5 replies
- 647 views
Okay I'm not sure how to communicate this without examples but I'll try. What I'd like to do, is have a group of flat 2D shapes, which are always shown frontwise like a sprite, so always facing the camera. However, I want the shapes to trade places with eachother, or animate depending on the angle the camera is looking at the object. Think of the game doom, and the 2D sprite characters drawn at all different angles. I was thinking though, that since my shapes are just monotone- just a single color.. I could do them as illustrator files, import them using AI wizard, put them into a single model, attach a bone which orients toward camera, and use smartskin the s…
Last reply by ZenPsycho, -
- 1 follower
- 5 replies
- 991 views
Does somebody know of a shoulder rig which allows the clavicle to rotate as a result of the bicep rotation? When the arm is straigh down, the clavicle should rotate down some in Y, and when the arm is up the clavicle should also rotate some upward... As far, my bicep is a child of the clavicle, so I am trying to avoid circular dependences. Thank you in advance, Gustavo Muñoz
Last reply by GusM, -
- 2 replies
- 546 views
Okay here goes... this is a toughy... Let's say... you have a rig. You want to apply it to a new character. You load the bones into the model... but all of the bones are visible. You want to view only the geometry bones... ...or maybe you want to see only the fan bones... ...or just the control bones... ...For adjustment purposes... My question to all the pro rigging experts... how do you go about managing this while in the model window? I know you can create poses for hiding bones... that works great... My trouble is... is there a way to quickly hide certain "groups" of bones in the model window? I may...... submit the following as a..…
Last reply by heyvern, -
Anyone doing anything interesting with spine control rigs? Mike Fitz www.3dartz.com
Last reply by 3DArtZ, -
- 5 replies
- 699 views
I have completed modeling a simple camel that I am having trouble rigging for animation. I have invested in the Anzovin CD-Rom tutorials and have invested numerous hours on cleaning up my initial rig with constraints and smart skinning. At this point I am spinning my wheels repeating the same processes (mistakes) over and over again. I am unable to figure out how to assign bones to control bones properly to get the desired effects and smart skinning continues to contort the model haphazardly. Can someone send me a link to an "idiot's" guide to rigging or would anyone be interested in being paid to rig my model for animation.
Last reply by cribbidaj, -
- 12 replies
- 811 views
I tried Shaun freemans fanbonetutorial from 3Dworld and run into a problem: When I test the fanbones in an action, they dont show the effect of there enforcment percentage, though I have definetly set it. Am I missing something here? Must I activate the enforcement somewhere else also? Jake?
Last reply by heyvern, -
- 2 replies
- 646 views
Does anyone have any ideas for rigging a book with turning pages? I'm thinking I do an empty cover with a bone on each cover and spine then pages with a bone that is in the same place and parented to the spine bone. First I need a photo album, then a storybook. The album's pages could stay quite stiff, but maybe some more bone chains with dynamic constraints might make the storybook pages look "floppier?" (more like paper). The photo album is for my current project, the storybook may be for something else. If I design the album first and then the storybook, the person who wants it wants pages to rip out and fly away (gasp!) so I thought I could keep the pages in the …
Last reply by sbk, -
- 1 follower
- 7 replies
- 864 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, -
- 3 replies
- 566 views
Hope I am in the right place... it looks right... I have fan bones for various parts of the figure... knees elbows... etc.. I am using the 2001 rig. I am now smoothing out the joints after it is rigged which is probably a mistake... but anyway... When creating smart skin to "clean up" the rough areas... how do you set up the relationship so you can "see" how those areas are working? When I click "new smart skin" for a fan bone I have been setting the rotation "by hand"... unfortunately I can't see how the rest of the rotations are working as a whole on the joint... so I sort of bounce between an action window and the smart skin window to see how it lo…
Last reply by heyvern, -
- 3 replies
- 500 views
A model I'm working on has an IK spine and an FK spine. A 'geometry spine' is to blend between the two according to a pose slider. Blending the position and orientation of the spine bones works fine. However, the IK spine stretches some bones, and I'm at a loss for how to determine the blend bone scaling. For example, to blend the orientation of a bone I use two 'orient like' constraints - one to the FK bone, the other to the IK bone, with the enforcement scaling from 100% to 0% or 0% to 100% accordingly over the slider range. This doesn't work for 'scale like' constraints - it looks like the results are multiplied, so that at each end of the pose range the s…
Last reply by Stuart Rogers, -
- 10 replies
- 1k views
I'm trying to rig a bouncing ball. I've set up squash and stretch, which is pretty easy. What I'm trying to do now is allow the angle of the squash and stretch to change without rotating the ball. Any ideas?
Last reply by 3DArtZ, -
- 2 replies
- 657 views
Tried to rigg this batwing with TSM 2, but have no idea, how I will have to psition the mesh and how to weight the cps. Any ideas how to best do this? Jake
Last reply by jakerupert, -
- 1 reply
- 464 views
Hey. I have managed to restrict an bone movement by using Manipulator options, so that my bone eg rotates in z axis. But my question is that: is there possible to restrict the movements even more? like the bone is allowed to move up to 22'?
Last reply by agep, -
- 0 replies
- 523 views
I get a syntax error upon any attempt to refer to the Transform.Translate.<whatever> of a layer in an expression. Example: create a new project, add a layer to the choreography, try to use an expression to set the camera's Transform.Translate.X equal to the Transform.Translate.X of the layer. Syntax error dialog. Try setting it to the Transform.Translate.X of a light. No problem. I'm just trying to figure out if this is a bug I should report, or if there is a reason for this behavior that I don't understand.
Last reply by ronburk, -
- 4 replies
- 598 views
I have tiny - weeny problem... I know that this is not a bug, it is a feature (which I have been using quite often - my teeth animation on the last animation contest is using this feature) I have made and attached a little comic strip with the explanation... This is the problem: I want to seriously reconfigure my character with the pose (Think Hulk - like transformation, which I want to show more than once in the animation) Reconfiguration includes growing of some bones (and body parts around them) and their children bones, and also shrinking of the other bones (and their respective children)... Also, I will do quite a lot of CP pushing within that pos…
Last reply by trajcedrv, -
- 3 replies
- 581 views
I was wondering if anyone might know where the video with Homer Simpson getting rigged and put into a walk cycle might be? WAYYYY back when I got AM 2002/2003, there was a nifty little .mov file or somesuch that had (I think...my memory's shadey) someone rigging Homer with a walk cycle at (I believe) a Siggraph. My wife's a GREAT 2d artist, and I'm trying to push her into AM. If I could find that video, that would be sweet. I could be wrong. Maybe it wasn't a d/lable .mov, but I thought it was. It was pretty short and sweet and demonstrated how easy and quick you could animate with AM. I peeked through the FTP site, and didn't find it, but I didn't d/l ev…
Last reply by lafnjack, -
- 4 replies
- 577 views
hello... I'd ke to rig a vehicle so when it traves down a road and hits a bump the body moves differently than the frame of the vechile..like shock and springs connect the two....would this best be rigged (lag cnstraints?) or just posed or action made of the movement? Thanks all, Michael
Last reply by entity, -
- 13 replies
- 1.2k views
Well, I got some crazy ideas at the Southeast user's group meeting that I put together along with a couple tricks of my own. Weight mover did a majority of the work - my tests with Thom were transfered directly to the main model. There are three bones overlaying the 'bicep' position. The largest is the main control bone that drives the full shoulder. Next is the orient like bone (with Store Roll off - thanks guys, didn't even know that was there!), with the actual geometry bone as a child. That bone has a Roll Like to the controller. This is important because bone weights apply to all three dimensions - the bone structure is what does the decoupling so that …
Last reply by OdinsEye2k, -
- 38 replies
- 2.6k views
Hey folks, I just wanted to share a spin that I've added to Cog/fan setups - many of you may already know this trick. But, I wanted to show it as a reminder for a way to explicitly design fan rigs through consideration of bone placement and length. The problem I started with was rigging the arm pit region of my more realistic model. I wanted a series of horizontal splines to collapse vertically, such that the outermost horizontal spline (out toward the hand) was at the top of the vertical stack. A standard Cog setup (as in Mike's lovely tutorial) will do this upside down, as the points will not change orientation relative to each other (as designed). The…
Last reply by 3DArtZ, -
- 1 follower
- 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, -
- 1 reply
- 664 views
I used the bones rig (modified somewhat--I didn't need quite as much flexibility in the forehead and nose, and my character didn't need an adam's apple) and it worked quite well. Learned a lot. Also, my model had other rigging already, I just parented the rig's head bone under mine and turned some other bones off. Needs tweaking in the poses of course, but generally works very well. I'll probably rig my next face from scratch based on this method. Also the hair-based eyelashes work a treat-- especially since in the latest version for Mac at least the Action window changes the position of eyelash geometry. I posted about it in New Users and then gave up trying to fix …
Last reply by itsjustme, -
- 1 reply
- 522 views
Does anyone know how to render one picture rather than a film?
Last reply by trajcedrv, -
- 4 replies
- 841 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,