A:M Rigging
Rigging & Relationships
Subforums
-
- 4.9k
- posts
-
- 40
- posts
573 topics in this forum
-
- 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, -
- 2 replies
- 664 views
Hey Folks, I'm working on bringing back the animation boot camp in a new format and am developing a generic humanoid I'd make available to work with. Idealy I would like to make the character changeable with pose sliders. For example with pose sliders you could change it from a tall skinny guy, to a short gorilla body type, to a curvy woman. The character's going to be very basic, just stacked spheres so I'm not worried about cp's tearing because things won't be attached. Anyway here's a quick idea of the concept. The problem is, in the first pose which would be the hips getting wider, when cranked up, the legs change lenght in an action when they rotate.…
Last reply by UNGLAUBLICHUSA, -
How is rigging done?
by Guest SandGroper- 2 replies
- 533 views
is control point weighting a tool or is it done in a classical method?
Last reply by mtpeak2, -
- 4 replies
- 945 views
Is it possible to lock the axis movement of a bone within an IK chain? I've locked one but it still rotates in the locked axis when the last in the chain is moved....
Last reply by Gerard, -
- 10 replies
- 1.1k views
Hi folks - I'm trying to rig a character to behave like the rig that was used in the Animation Bootcamp exercise 1. It has one null that control the squash and stretch of the ball. I have successfully managed to get the character to squash in the the 'Y' direction via a pose slider. Now I want to - 1) Have this pose control the 'X' and 'Z' as well to have the character expand when he is crushed. 2) Control all of this via a null. I've picked the Ball rig apart and only can see that the pose has a transform constraint for Y. And I see no way for the Pose to be constrained to the null that I've created. Any suggestions? Doug
Last reply by modernhorse, -
- 2 replies
- 599 views
Has anybody ever applied the method of facerigging described by Jason Osipa in his book"stopstaring" to AM probably by using expressions? If not, why? ;>) Jake
Last reply by jakerupert, -
- 0 replies
- 596 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, -
- 0 replies
- 693 views
Hey everyone, I was curious to get a feel from the community at large on how well people understand rigging. Perhaps based on the poll results, those of us who understand rigging could put some material together to help people get started on gaining a better understanding of how to do this. Thanks and be honest! Mike Fitz www.3dartz.com
Last reply by 3DArtZ, -
- 17 replies
- 2k views
Hi Hashers!!! No keys / all automatic animation, is constructed on expression (were used only Sin () and Cos () functions) USER GUIDE 1) To load the project walkdesigner2.prj ( link below) 2)!!!! To switch off the button "Animate Mode" (on the top panel " Manipulator " 3) To select model WALKER in chor window and to switch on a panel of sliders (pose sliders panel – “Alt-4”) 4) Press Play the button Moving sliders we have an opportunity to adjust parameters of gait in Riltime. If you switch on the button “Animate” and will to operate sliders You will write down animation keys. Further, by completing a complete skeleton with automatic…
Last reply by Willi, -
- 4 replies
- 811 views
what are hindge bones and what constraints are applied to them. thank-you
Last reply by sydtocreation, -
- 1 follower
- 2 replies
- 602 views
I'm making my first mouth rig and trying to do phenomes...does anyone have a mouth file that I could look at for reference?
Last reply by Riskmandel, -
- 3 replies
- 443 views
I'm touching up a shoulder joint and want to add a smartskin to control outer-shoulder CP position when the arm is straight down. The position of the arm (and therefore all arm bones) is controlled by a hand null. When I go into the smartskin relationship window (for the bicep bone) I cannot move this hand null to get the arm into the down position to be able to apply the smartskin. Do I have to add the smartskin to the bicep bone prior to all arm rigging to get this to work? Thanks for any help. Mark
Last reply by amarillospider, -
- 6 replies
- 876 views
Here is an interesting challenge: Make a complex rigged model out of smaller rigged models by importing the smaller models into a new model. Like a cut and paste operation, it could enable you to rapidly build complex abstract or natural looking models (like trees) to be animated in fascinating ways. Iterative operations like this could get you into trouble, but done right it could make for some amazing possibilities! I don't know if it will work, especially importing models with constraints and relationships applied. I would think that all the parts, constraints, relationships, etc. would need to be renamed to be unique each time prior to being imported. (I've t…
Last reply by williamgaylord, -
- 13 replies
- 990 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, -
- 26 replies
- 3.9k views
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, -
- 4 replies
- 684 views
Just like the title says, how would one go about assigning a skeleton to the mech? I tried assigning the Thom model to it, but the mech has a lot more complicated parts to it, so it doesnt work very well at all. Any insight into this would be great. ~Bryan
Last reply by dotcommer, -
- 1 follower
- 7 replies
- 934 views
what exactly are nulls and how are they used? I can't seem to figure out when, where, why and how I would go about using them for, say, constraining a bone movement... Any help would be much appreciated. risk
Last reply by amarillospider, -
- 11 replies
- 1.2k views
Both my aliens have the same dynamic constraint on their antennae, but on the red one it seems to get stuck in his head and never come out. And what do we need to do to make v11.1 dynamic constraints behave like v10.5's? 11.1 seems much floppier. Increasing "stiffness" doesn't seem to get me anything. antennatrouble.mov
Last reply by robcat2075, -
- 26 replies
- 2k views
hi people, here is a simple muscle rig. maybe someone can use it. the principle is that there is a bone that scales. make a new action with the model. muscle.mdl
Last reply by bentothemax, -
- 2 replies
- 710 views
Hey Riggers, with my hosting company situation settled I've added a slight update to my website. The update is basically a couple more vids and a web download for my Joint tutorial CD, at a lower price. Any interested individuals can find more about it at 3D ArtZ or a mirror site vrcops.com Any questions or comments can be sent emailed to me. If you're curious about how the content is delivered you can view the chapter on installing the rig or read through the decal/relationship tutorial under the free section. Thanks Mike Fitz www.3dartz.com
Last reply by GAngus, -
- 2 replies
- 597 views
Im just going through the tech talk video on cp weights. I made the cylinder and 2 bones. i changed the fall off on both and when i go to compute cps, nothing happens. i tried on a couple of models and nothing happens. I went and did the cp weights by hand and that worked, then i went back to bones mode and removed the cp weights and computed the weights and nothing happened again. what did i do wrong this time!!
Last reply by kuep, -
- 1 reply
- 645 views
Hi folks! Simple Question: Is there a graph-editor for changing the interpolation of the CP-movement of smart skinning? I have a "jumpy" CP in a smart-skin relationship because of the default A:M interpolation-method. Where can I change this? I've only found the keys I made in this relationship for this particular CP but they don't have a curve attached to them. Cheers, DJ
Last reply by entity, -
- 4 replies
- 695 views
Hi, Recently someone did an incredible thing with an almost nude, well endowed female model where certain interesting parts jiggled when she walked. I need to find out how to do that but don't even know what to search on. Mainly I want parts of the face and neck to move when the head turns sharply and also some jiggle on teachers flab under the arms. Can anyone point me in the right direction? Thanks, Rusty
Last reply by amarillospider, -
- 1 reply
- 525 views
The tooncar latley brought me to try to rigg a simple car myself. Following the lines of the bone-tut of Rodger Reynolds , I managed to set up the steering. But when I made a second action for the wheels rolling, in the action only one wheel is rolling, and even that seems to be stopping brievly at the starting-point.. in the chor even none. What have I done wrong? I constrained the other wheels with a roll like constraint. The car is constrained to a path. How can I slow it down a bit to watch its movement better? I enclose the project for anybody interested to help to have a look. Thank you ;>) Jake Something like a rigging -machine for ca…
Last reply by mtpeak2, -
- 17 replies
- 2.1k views
A recent topic which I cannot at the moment relocate, bemoaned the lack of trajectory display in A:M. There were suggestions about hiding parts of your model and using onion skin, but those didn't satuisfy me. So I built a little joint tracker. This is a prototype model, but it shows the possibilities. How To: 1. Add joint tracker model to your Choreography 2. Constrain root bone of Joiinttracker to bone you want tracked 3. Turn on wireframe or combo display mode 4. Turn on tracking pose in Joint tracker model you should now see a realtime motion arc for ten frames before and after the joint. I built this in v12, but it shouldn't matter. edi…
Last reply by Bendytoons, -
- 2 replies
- 539 views
I bought tsm2 and the weight mover, both are awesome. I can rig bipeds easily but I have never rigged a animal before. I am have a little problem setting up the front legs on the cartoony dog and generally setting up the whole rig to work properly. I would figure it out eventually but I need to figure it out quickly. does anyone have any animals, bugs, birds, snakes, fish and even a trex rigged up with tsm2 that i can look at? update: this is for our series idea for the broadcaster, time is a issue Or any suggestions! Thanks in advance!!
Last reply by kuep, -
- 1 reply
- 599 views
Having got a lot of help from Fishman rigging my Coffee Cup Man: http://www.hash.com/forums/index.php?showtopic=13668 I thought of doing a WINK tutorial on rigging. There are already a tutorial on rigging Boneless Thom with the 2001 Rig but rigging your own model is not the same - there are a lot of things to think about. Why not try to rig the Fat Guy.mdl you can find here: http://www.hash.com/freemodels/zips/characters/FatGuy.zip He has already got a rig - but why not change his rig - using the 2001 rig instead? What do you think about my idea? is it good or bad? Here is just a first little try to download and have a look on and perhaps …
Last reply by trajcedrv, -
- 6 replies
- 828 views
Hey Riggers, anyone out there actually take the time to go through the relationships tutorial that I posted? Not that I would be offended if you didn't, but I think that people might be neglecting this aspect of the software.... only cause I definately had been neglecting it until I used it in place of an expression I was trying to use. Since then, seems like I can't stop thinking about how to use them. Anyhows, take a look at my site, it's in the free section. And if you did go through it..... some feedback on your results would be cool.... to help make any future tutes better(mine or yours). Thanks dudes/dudettes Mike Fitz www.3dartz.com
Last reply by seven, -
- 18 replies
- 1.5k views
I've got much to learn about rigging. I've learned a lot about constraints and relationships by developing a tree-growth animation rig (another topic later perhaps). Here is a simple character that poses (pun intended) a bit of a challange (to me anyway). He's a spineless little fellow--a Marshmallow! Basically a head with arms and legs... I've worked out rigging the face controls and I've experimented a bit with just one of his arms to learn about fan bones, Smartskin, CP weighting, etc., especially to make the shoulder behave. There are some specific challenges that come with having no hip, spine, and torso. Since he has no waist or neck, his wh…
Last reply by williamgaylord, -
I'd like to know what everyone would like in a rig? FK setup, IK setup, basic fan bones, heel setup, torso and head control bones or all of the above? I'm working on a rig right now that I plan on adding all of them, most of it is in place. Is there anything that you can add to the list? I'm planning on putting it up on the forum for testing this weekend. I would appreciate some suggestions.
Last reply by pancho simpson, -
- 10 replies
- 978 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, -
- 13 replies
- 1.6k views
I just finished concept designs on a new character and will start modeling the head soon. I'm just confused about which type of setup to use for the face/mouth. I've already setup a character with phonemes, I've read through Victor's thread about his facial setup for his Big Bang animation, and I've checked out Jason Osipa's book. All three of these setups seem like they work very well and are easy to use. But how do I decide which setup is best? Is there a best? Or is there only personal preference?
Last reply by williamgaylord, -
- 14 replies
- 1.7k views
I need some help in how to rig an robotic arm that have hydraulics. How to make the hydraulics expand and so on. see attached image, that shows one part of it. this is the wip thread wip thread
Last reply by agep, -
- 47 replies
- 3.9k views
I am trying to rig a coffeecup using the 2001 rig. What to do next? Scaling the arms? Or scaling the blue bone - Back2 - between the arms? Or what? I want to have the neck somewhere on the lower half of the coffeecup between the mouth and arms. Thanks for some advice!
Last reply by seven, -
- 6 replies
- 1k views
Hi everyone, I need to model, rig, and animate a bird wing. It needs to be a rather dramatic, scary thing (vulture) that will be attached to a human actor to create a mythical Harpy character. I've searched the web for anatomical resources about bird wings and flying - and although I have a good idea of how the skeletal bones work, i've yet to find an examble of how feathers fold and overlap through a full range of motion - from folded - through open - and flapping - flying. I assume that the feathers can be linked to the main bone via bones and rotation contraints? I am contemplating taking my old 12 gauge "blunder buster" out in the back yard to bag a "r…
Last reply by Scottj3d, -
- 2 replies
- 644 views
A tutorial on Model, Rig and Animate a Wheel in a simple manner just by rotating the wheel in a Action Window four times. Rotating a wheel can be done in other manners - but this is the simple way... You have to have the FLASH PLAYER plugin installed in your browser. The plugin can be installed by going to: http://www.macromedia.com/downloads The tutorial is made with FREE WINK - to test WINK - doing your own tutorial - download it from: http://www.debugmode.com/wink/ tutorial_on_model_rig_animate_a_wheel.zip
Last reply by seven, -
- 1 follower
- 7 replies
- 906 views
Hey all, I'm working with my copy of A:M 2000 and I'm having problems with the Pose example listed in the manual (page 443) that deals with making arcs to have a bunny ear bend smoothly. I've worked through the text but the end result doesn't appear to be working. It crimps real ugly like. I know I'm missing one small but vital step. Can anyone show me the error of my ways? I've had A:M for years and recently have been getting back into it. I'm spending most of my time understanding the constraints and poses (some of the things that had stumped me in the past.) I'm making substantial strides and I'm having a blast rediscovering why I liked A:M s…
Last reply by chris_waters72, -
- 5 replies
- 779 views
Hi: I remember the Veggie Tale characters eyes.. when the character was 'thinking' or showing some hold-pose reaction to somethign said or done the eyes changed rfom the spheroids to squishy half-moon, or slightly indented.. If you have seen veggie tales you may be able to understand what i discribed above. My question though: the veggie tale eyeballs are spheroids and the eyelids are half circled that roll over to cover the eyes (from waht i can see).. but when you squish the eyelid to indent, the eyeball should theoretically pop through the lid unless you squish the eyeball sphere into the eyelid so it is covered by the lid. Since these two objects …
Last reply by itsjustme, -
- 4 replies
- 818 views
Fan Bones - good for everything that bends! I have tried to make a tutorial on it. You can download the .zip-file. Open it. There are two files - one .htm-file and .swf-file. You have to place them in the same map. The .swf-file is a Flash file with the content of the tutorial. I hope you have heard about Flash it is from Macromedia and it is a 100 percent safe!!! Having placed both the files in the same map you can click the .htm-file and your browser will open with a Flash presentation of Fan Bones. If your browser does not have the FLASH PLAYER plugin you can download it from here: http://www.macromedia.com/downloads I hope the tutorial is un…
Last reply by Mr. Jaqe, -
- 1 follower
- 0 replies
- 561 views
I am rigging a six legged thing. It has 3 pairs of legs, 2 fronts, 2 middles and 2 back legs. I have Boned, Rigged and Posed the front right leg. I have Boned and Assigned CP's for the other two legs on the right side. I want to copy the relationships and poses for the front right leg and use them on the front middle and front rear leg. I have tried fooling around with a text editior, with little or no luck. Since I want to then copy, and flip THE ENTIRE RIGHT SIDE to left in the next step, any shortcuts would be greatly appreciated!
Last reply by msfolly, -
- 1 follower
- 8 replies
- 937 views
I'm trying to make a simple eye target 'aim at' null. I made one for my first robot and it worked perfectly. The second robot is a copy of the first. I added to eye bones under the head bone. Assigned cps to each eye target bone. Added a null. Did new pose > on/off. In the pose, select eye bone, new constraint, aim at - click null. BOOM - eye moves back behind model??? Both do it. Didn't do it on other model though. This seems fairly straightforward, I can't imagine what the problem is...any ideas?
Last reply by pixelmech, -
- 1 follower
- 13 replies
- 1.3k views
Does anyone know what rig Jeff Lew uses in his training video? I watched it over the weekend and it seemed so easy for him to use. Granted, he is experienced. But I liked the elbow targets, nulls to control the feet and just the seemingly simplicity of it all. I working through Mike's tut now and I have TSM2 as well. Rigging is the one thing that is literally killing me. I haven't done much animation excecise yet simply because I haven't rigged any of my models to my satisfaction to where I can work with them without them getting in the way. Someday someone will automate all this to where it works perfectly the first time!
Last reply by pixelmech, -
- 2 replies
- 1.3k views
I have been trying to rig a coffee cup man: http://www.hash.com/forums/index.php?showt...t=0entry98508 Running into some problems I got some good links on rigging from Fishman: The problem I see is to follow those tutorials. It is just text and images. I believe you need a program with a little more action to tell others how to do it. Emilio Le Roux has done a great tutorial: http://www.moscafilms.com.br/emilioleroux/...spherizecat.htm He is using the free program Wink: http://www.debugmode.com/wink/ Perhaps someone else have some links on good rigging tutorials and how to make easy to follow tutorials?
Last reply by seven, -
- 3 replies
- 663 views
I have a finished toon car that I am trying to rig. I'm not sure how to rig the wheels so that they work in the way they need to. Any help would be greatly appreciated.
Last reply by camzilla, -
Hello dudes and dudets, the time has come for me to show Lottar, bones rig'd and not at all finnished. I have no idea how CP weighting works, so I'll have to look into that, links/winks/hints are very welcome. All c&c's are very welcome.
Last reply by Mr. Jaqe, -
It looks like i am going to buy tsm2. i see there is a couple of weighting solutions out there to. The weight mover from Anzovin the joint tutorial from 3dartz I would like to have system that works with simple to complex characters, is reasonablly easy to use and is tranferable in a production line. The weight mover seems quite versitile Anybody that has tried to weight a complex character knows it can be a nightmare and takes a lot of time. Could i get some feedback on these products or suggestions? tx
Last reply by 3DArtZ, -
- 14 replies
- 1.6k views
Hey Guys, I finally got a chance to post that Relationships tutorial I mentioned last week. Now I've been having all sorts of web hosting problems, so please bear with me if downloads are a little slow. I put a pass word on the pdf file, I don't know why, I just did... "3dartz" - pretty easy to remember. I'd like to put together a bunch of these over time, so I gave it a little name and format that I'd like to stick to if I do more of these. I hope someone finds this useful, as I for one think the relationships feature in the software is incredibly useful. Also, Wilhelm Lendt of the SoulCage Dept. provided the model/constraints. Please let me know about any …
Last reply by 3DArtZ, -
- 11 replies
- 1.3k views
Does anyone know a good tutorial ( I don't have the cash for tsm) for setting up a rig that goes from A to Z. I'm having alot of trouble with A:M's auto assign bones because it always grabes mesh in parts that I don't want it to. And my character has a vest, so this is making things really hard. Will this pan out with cp weights (which is also refusing to work)? Also I'm having trouble desiding how I'm going to manage the vest. Should I use constrainted bones or try my hand at fabric to get a more realistic look. Any suggestions?
Last reply by NickHutson, -
- 2 replies
- 809 views
I have a problem with poses and actions. I have a skel (bipod), and in the pose widnow I've got spherical constraints on all the limbs / joints which are fairly accurate to a humans range of motion. In the chor window, the pose works (i.e. the limbs have limited range of motion). However in the action window, the pose has no effect on the skeleton. What I'd like is for the pose to be able to constrain the skeleton, so that in an action I can just go ahead and do the animation that I want the character to perform and not worry about limiting the range of motion on the joints, as the pose should have already done that. Unfortunatly the pose is not …
Last reply by ax-pei, -
- 6 replies
- 1.1k views
Hey guys, after messing with the relationships feature in A:M, I put together a tutorial demonstrating how to drive the strength of a decal with the rotation of a bone.(not all that complex, but maybe someone could use the info) I should have it up tomorrow or tomorrow afternoon as I am still messing with the layout of the document a little bit. And yes, I'm sure someone out there is wondering.... it's free. It will be a pdf and a project file I'll post when I upload it to my site. Mike Fitz www.3dartz.com www.vrcops.com
Last reply by John Bigboote,