A:M Rigging
Rigging & Relationships
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I only rigged one side and need to flip it. I read in an older thread that all you do is scale the root bone by 100% along X, then rename all of the "right" names to "left." My question is how do I scale the root bone by exactly 100% ? I tried in the properties window in the PWS, but when I click on the percentage, nothing happens. It won't let me edit the percentage of the scale. I am only able to scale in the actual model window.
Last reply by Julian, -
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- 5 replies
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I have re-set the software. I am using v 11.1d+ Bones mode. Select Elbow Cog in PWS. Hit Translate Manipulator Move cog. Zoom in Move cog some more. T for Turn to see where it is height wise. (You are looking at a top view) Not only does the cog group come apart, but it flings half of it across the screen. That small yellow group at the bottom is where it flung the rest of it. http://www.georgiajets.org/msfolly/cog.avi Mystified. Please enlighten me.
Last reply by msfolly, -
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Built a cog group. Selected the Cog and its six children in PWS. Hit N for translate mode. When I pulll on it, it just drags the centers. I am in Bones mode. I am NOT seeing a little bounding box, like I do when I am modeling. Help, Help.
Last reply by msfolly, -
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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, -
- 5 replies
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I'm trying to get an animation into a competition by March 8th, but it might be an impossible task. I only just bought the program a couple weeks ago. What I need to be able to do is pull the arms, make them stretch, then pop off the body. The only thing I can think of is to have two different models, one with the arms on and one off, then just switch models in the frame that his arms come off. Will this mean I'll have to rig the arms twice? Should I use the 2001 rig? Ugh, not really sure what to do here, and time is of the essence.....
Last reply by pleavens, -
- 2 replies
- 766 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, -
- 9 replies
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My project asks for three pelicans. Now that I'm done rigging the first one, what's the procedure to copy & paste the rigging to the other pelicans?
Last reply by Dhar, -
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So I've made a cog in an action window. It seems to work. Now I have to make a new pose and somehow add the relationships I just made into the pose....but I can't seem to figure out how to do that... can someone lay out the steps?
Last reply by Scottj3d, -
- 4 replies
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I have been trying to rig my Armoured Killer Juggernaut model for a few weeks (during my evening free time) and have run into some stumbling blocks that have me stymied. I am wondering if in my reading of the manual, other AM books and the Forum I have missed some critical info. True False?: You must set orient like constrainst to bones PRIOR to assigning CP's? (I find if I don't the splines become a mess of spaghetti, parts go twisting away) True false? When you set orient like constraints the "fan" bone should re-position itself in the direction of the bone it has been oriented like. (In the print tutorials I always see that fan bone looking pretty 'poini…
Last reply by cfree68f, -
Fan Rigging
by Dhar- 16 replies
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My Pelican's neck creases and collapses when I move the bones. I read in another folder that fan rigging solves such a problem, however when I added a fan rig ro each joint the problem persisted because I don't know at what parameters to set them. Also, do I need more than one fan rig for each joint? And which direction are they supposed to point to (away from the fold or into the fold?)
Last reply by Dhar, -
- 3 replies
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I am ready to rig my character now. Should I lay in the spine first then arms ,wings and legs. I know I can drag and drop for the hierarchy, but is there an order people generally follow when laying out bones to minimize the need to do so?
Last reply by Scottj3d, -
- 15 replies
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I've noticed that there are many types of rigs out there, so I was just curious about what rigs other users use for their characters.
Last reply by adamP, -
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I've noticed that there are many types of rigs out there, so I was just curious about what rigs other users use for their characters.
Last reply by entity, -
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Hey guys, I thought I'd make the chapter that discusses installing the IK rig used in the Cog tutorial available for people to look through. It's based on the hash 2001 rig or the Egginton Rig. I thought that this might help people who are just coming to terms with rigging get a little bit more comfortable with the idea that rigging doesn't have to be all that dangerous to do on your own http://www.3dartz.com or direct http://www.3dartz.com/CogRig.html Thanks and let me know if there are any questions about rigging in general that people would like to discuss. Mike Fitz www.3dartz.com
Last reply by 3DArtZ, -
- 14 replies
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Ok, I am completely lost when it comes to rigging. I modelled a really cool character, textured him but then when it comes to rigging. Forget about it. I spent 6 hours copying Shaggys rig onto my character then doing the relationship manually and man did I waste that 6 hours. At the end of the 6 hours when I went to test to see if he worked. I moved the pelvis down and it moved the entire model! The feet wouldnt stay on the ground! What is that! I would try to do a walk cycle and man I dont even want to tell you what it looked like. I dont know what I should do to rig like Raf Anozvin, I watched some of his tapes on rigging but I didnt understand all of it…
Last reply by paulmcg1, -
I am wondering how to constrain the feather control bones on my wing. 1 through 3 are a chain. 4 through 8 are intended to pull the feathers (mesh) into a closed position. I am not sure which constraint to use to make the bones 4-8 stay in place on bone 2 but move inward similar to bone 3 when bone 3 is pulled into the folding position. As the lower shot shows the bones in question move with bone 3 but do not pivot as if attatched to bone 2. Is this also a problem of hierarchy where I need to drag 4-8 under bone 2 in the PWS?
Last reply by Scottj3d, -
- 7 replies
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Ok.. so here is the beginning of a tutorial on Fanbones, weighting and smartskinning that I promised some time back. I thought I'd put this up to get some feedback on assumptions I'm making to see if you guys wanted more, or if I'd just drop it. This is the elementary part of it.. at least a a somewhat elementary way to apply fan bones to a joint. The problem with this application is that it could easily be done with weights alone. I just thought that it was a more basic use of fans and is a faster way to set up an arm roll. After all that build up here is the text. Its allot but its also the introduction for what I intend to be the "opus" on fan bones. So…
Last reply by pixelmech, -
- 4 replies
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Hey Hashers, I just wanted to take a moment to intro myself here. My name is Mike Fitzgerald and I'm pretty psyched that I get to be the Mod. for the rigging section of our Favorite App on such a great forum! I definately want this to be an active area of the forum where people can come to learn about rigging, but to also share what they know about rigging and everything related. How you ask? Well, I'm not too sure but I'd like to hear from people on what they'd like to see this section of the forum contain. Off the top of my head I'm thinking that the standard stuff, like posting relavant topics pertianing to rigging, in the form of a question and also in…
Last reply by itsjustme, -
- 2 replies
- 996 views
Hi riggers! I can't find an easy way to have a character raise on his toes. Is there a way to rig something where to whole body will raise with the rotation of the foot controls? Something like a null lifting the whole body except for the toes, with the foot aiming at the toes. Maybe there is an easier way i am missing. Anyway, it would be of great help. Michel
Last reply by nerrazzi, -
- 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, -
- 7 replies
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A while back when Gollum was all the rage, there was lots of discussion in Maya circles of the spline IK rig used for his spine. And I'm curious to hear what people here like to use. First, a quick explaination of that rig. In it's most simple form, the spline IK rig is simpy two controller objects (nulls or bones) on each end of a spline. When you move them about the spline maintains a nice curve between them. Some bones are then attached to the curve, which then control the geometry of the character. Since it's a spline, it also means that the spine itself can stretch. In Gollum they had a warning system, basically an object that would turn red or green, if the …
Last reply by Raf Anzovin, -
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When I first saw the autobalence feature in the egg rig, I thought "cool, that's going to save me loads of work" but when I started to use it I found that I spent half my time trying to edit what it was doing. What situation is it usefull for? Does anyone use it much? Do I just need more practice with it?
Last reply by John Keates, -
- 4 replies
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Hello All, I can't seem to delete some pose sliders that I want to get rid of. I went to "Relationships >>> User Properties Relationships" and deleted the relationships there, but the sliders still show up when I insert the character into a chor. I saw another post on this but the method didn't seem to work. Version 10.5r Thanks! Brian
Last reply by MATrickz,