A:M Rigging
Rigging & Relationships
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Last reply by Rodney, -
- 18 replies
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Hello there! I'm working on modelling/rigging props for my next short animation and I ran into a snag: What would be a reasonably well done way of rigging a backpack strap - i.e. the ones my character will pick that backpack up and put around his shoulders..? I have a model tha has a belt (i.e. flatened cylinder) creating a loop there and have created some cross sections for it to bend a bit. Bit I need a few pointers as to how to set up bones to suppor the animaion. I don't want the straps to look like they are "cast iron"... Anything that saves me from hand-animating every control point is helping. Thanks in advance, Atkelar
Last reply by Atkelar, -
- 1 follower
- 18 replies
- 1.6k views
It has been a long time since I have rigged something more complex then a door or a window. And boy did I forget everything. What I have is an electric train pentagram. (For those who don’t know it is the device to draw power from the over head wires). I did some rigging on it but I am drawing a blank on how to set it up. So the user can raise or lower the pentagram. Since this is going in the Contributors Cue with the GG1 I would like to have it set up with easy of use in mind. Pentagram.mdl
Last reply by DJBREIT, -
- 18 replies
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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, -
- 1 follower
- 18 replies
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https://www.youtube.com/embed/5WT7_F5wsQk Saw this video from Animation Mentor about an upgraded version of their "Bishop" character. It has a bunch of switches and controls to allow it to change the character (al la Poser) into a multitude of characters. It occurs to me that we could possibly make a similar character in A:M using the examples of Mechadelphias "Saucy" Rig and the pose based action objects shown by Shelton and Mouseman.... Thom 2.0?
Last reply by Rodney, -
- 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, -
- 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, -
- 17 replies
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I've recently finished modelling a female character, entitled Camilla. Up to now, I've only rigged simple things, like bugs and the stuff out of the tutorial, that don't have fanbones, CP weighting and smartskinning. That's all changed now, I've jumped in at the deep-end of the modelling pool, and loving it... splashing around, desperately trying to keep myself from drowning. I've got some questions, that I can't seem to find any answers to... 1. I use the action screen to pose my character whilst CP weighting, the character looks like she's been in a train wreck. Is there any way to reset the pose back to zero, without having to do it manually joint by joint. …
Last reply by Krazyman, -
- 1 follower
- 17 replies
- 2.2k views
Hi Everyone, I've posted Part 1 (of a three part series) of my free Character Rigging tutorials entitled: "Rigging Basics" at my web site. Link to the "Rigging Basics" index. I want to share what I have learned so far about rigging in A:M with everyone that wants some help in the area. I've written these tutorials with the complete rigging novice in mind so if you don't know anything about rigging you characters in A:M then these tutorials may be of some use to you. I'll be making minor revisions to this section in the next few days so if you spot any areas that need some clarification or correction, please let me know and I'll do what I can…
Last reply by robcat2075, -
- 1 follower
- 17 replies
- 3k views
I am starting somewhat of a face rig. It is going to be a small amount of bones and a lot of pose sliders. I want to do Face cam and nulls to activate the pose sliders. Face cam no issue. Nulls activating pose sliders big issue. Can some one direct me in the right direction Steve
Last reply by 3DArtZ, -
Fan Rigging
by Dhar- 16 replies
- 1.7k views
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, -
- 2 followers
- 16 replies
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Just wondering if other folks are noticing this: I use the dynamic constraint...a lot. I will notice that I get a lot less 'action' from it once rendered than I do in the animation preview of the choreography...it's almost as if the settings are changed or its losing momentum in the rendering environment or something. I tried a 'Simulate Springs' but I don't think that applies to the Dynamic Constraint...is there a workaround to getting the same action from your preview into your rendered final animations?
Last reply by John Bigboote, -
- 2 followers
- 16 replies
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I have come to the conclusion that I stink at rigging. I get by with a lot of trial and error but it seems to take me for ever. I have the TSM2 rig which works well up to a point. It installs easy and controls the basic movements. All the stuff I need to add like fans, smartskin, and other constraints, the face rigging, etc. is where it all goes south for me. Are there any good reference books for rigging? Howto build the geometry bones, and the control bones. How to place and constrain bones to control a knee or a neck. Is it a layered approach. Pitfalls to avoid. I've seen some books on Amazon but they are always for one of the other ani…
Last reply by TNT, -
- 16 replies
- 2.1k views
I'm trying to mirror the rig I set up; only the legs mirror - hands, feet etc. do not stick; also, the carpal bones don't reproduce. Any ideas? I've uploaded the model if someone would like to have a look. Thanks much. Worthless.mdl Worthless.mdl
Last reply by Douglas Ferrin, -
- 16 replies
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Hey everyone. I have some % pose sliders set up on a character. I want to create a Null or Nulls to control these sliders by translating the null side to side & up/ down. Does anyone have a guide to get started doing that? Thanks so much. William
Last reply by NancyGormezano, -
- 16 replies
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TaoA:M places a good deal (if not all) of Rigging into it's second section which concerns itself with Modeling (the other two sections being Animation and Technical Direction). This certainly works for categorization purposes but I've long felt that rigging often falls in the realm of Tech Direction more than anything else. This is partially I see that rigging can require a sizable investment in time and attention. Perhaps I have been mistaken. In considering how to best move forward with TaoA:M updates I'm wondering how best to approach the subject of Rigging especially with regard to it's relationship with Technical Direction. Certainly, the basics of rigging…
Last reply by Roger, -
- 16 replies
- 2.6k views
I made a convoybelt with boxes, that slide along a rail. I can make these boxes slide in a way that they roll with the bottom line over the convoybelt. Now I want to make a stop at half the cycle. When I start animating to the first 29 frames all goes well. Then I need a stop for let's say 2 seconds. So I take frame 0:0:29 and the want to go on to frame 0:2:29. When I go on with my boxes sliding on in the same speed, I notice the box in the pause time slightly starts moving from 0:0:29 to 0:2:29, this because the next 0:2:29 to 0:3:00 is moved. Is there a way to keep the box in the pause time stay freezed?
Last reply by Madfox, -
- 16 replies
- 2.4k views
I made a model, and attached a Cape to it. When I made it I wanted it to drag around the model. As I'm not so familiar with the Flag and Pole, I used just a part of double vertices to use as Cape. I divided all the sides with a lead_bone to use a necklace and the lower (divide bones) part called leadbone, and a first bone to change the secondary part, to be able to lengthend the falling parts. My first model attempts were based on this setting. Later I thought it would be good to use the Dynamic Attachment to the lower part of the Cape. I used only the lowest bone for dynamic Attachment and add an inforcement of 15%. Before I did this I changed all the se…
Last reply by robcat2075, -
- 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, -
- 15 replies
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I'm trying to constrain a bone to follow a single cp. My attempted process: 1. I made the single cp a group and gave it a name. "cp group" 2. In a pose(on/off), I gave the bone a "group constraint" and set the target as the "cp group." 3. But in an action....when the cp is moved....the bone does not move. It just sits there and laughs at me. Maybe I'm misunderstanding the group constraint a bit. Anyone have an idea why that isn't working?
Last reply by robcat2075, -
- 15 replies
- 3.2k views
I am starting to delve into rigging (after many Years in modeling) and looking at all the different rigs from the 2001 to the incredible Masterpiece of the Squetch. My question is rather simple, how do You animate a Monkey, and or, how do You move the pivots of your master bone in the model within a Choreography or action. Or is it a separate master bone to set up that can move to the different hands, feet and tail to pivot the body? Just wondering what would be the correct or most sensilble approach?
Last reply by strato, -
- 2 followers
- 15 replies
- 6k views
I know there's a few automobile modelers on this forum, this thread is for them. While animating a car turning a corner on my city street back lot, I realized that keeping the center (black) bone of a model tangent to a sharply curved path only produces believable results for short (in the Z direction) models. When a longer object, like a car (or pickup truck), goes around a tight curve both the front and rear wheels do a lot of sliding with respect to the ground. After some experimentation, I have a suggestion that may require some (perhaps painful) re-working of existing models but will pay dividends if you want your models to turn tight corners convincingly and ste…
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- 15 replies
- 602 views
Is there a way to create targets (like the nurbs curves in the pic) instead of bones?
Last reply by robcat2075, -
- 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, -
- 14 replies
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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, -
- 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, -
- 14 replies
- 1.1k views
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, -
- 14 replies
- 1.1k views
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, -
- 14 replies
- 1.5k views
Darkwing asked about fan bones, and especially difficulty rigging shoulders. I'm by no means a rigging expert, but I thought this might be a fun topic just to demonstrate simple rigging stuff. One of the tricky aspects of the shoulder is that when your arm rotates, you don't want your shoulder to rotate. You can use extra bones with constraints to gradually lessen the movement of the mesh. Typically, fan bones are used to lessen the angle of a bone's movement (making the cosmetic bones fan out, hence the name), but they can also be used for roll contstraints. For example, here's a tube with each bone controlling a spline ring. When I rotate the bone at…
Last reply by Gerry, -
- 1 follower
- 14 replies
- 5.3k views
I've been having a very hard time getting Smartskin to mirror correctly. So, I ended up making a simple model in v16, v17 and v18 to see if and/or when things go wrong for me. On my end, the only way I can get Smartskin to mirror correctly is to make the model in v16...unless I'm missing something. Here is a quick video showing the included Project with similar models made in v16, v17 and v18. Each model has a Smartskin on the right side with an Action for each bending the bone that is affected and the left side version of that bone rotated similarly. I right mouse-click on each model in the PWS and mirror the existing Smartskin, then check each Action to see…
Last reply by SplineSoup, -
- 1 follower
- 13 replies
- 2.7k views
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, -
- 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, -
- 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, -
- 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, -
- 13 replies
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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, -
- 13 replies
- 875 views
Is there a way to set a switch for turning a relationship on and off in the chor? Cory
Last reply by cory, -
- 13 replies
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I'm searching for a way to write an expression that will use the Rand() function to set a value once at the beginning of an animation but not keep setting the value on every frame. I can use If() to test if we are on the 0 frame and stick my Rand() thing in the "True" case section and If() will return that random value, but when we are not on frame 0 and If() tests to "false", it returns a 0 as a value rather than no value at all, which causes the random value set in the intial frame to be overwritten with 0. There doesn't seem to be a way to safely store the initial random value for later use. Is there?
Last reply by robcat2075, -
- 1 follower
- 13 replies
- 1.1k views
I have something I would like to do in my rig for my goat. He has pompoms(longer hair) below his knees that comes down and covers the top of each of his hooves. It's made of surfaces, not a hair emitter. I would like to rig the pompom (blue in the attached model) so that it has some dynamic secondary motion. I've not tried this before. I presume it can be done with dynamic constraints, lag, or who knows how else. I would be great if it could use collision detection with the hoof so that is looks simi-realisticly like hair bouncing and swinging around as he walks and runs but does not intersect the hoof. I have included a project file with the leg bo…
Last reply by itsjustme, -
- 13 replies
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Hello all, Is there an error in the 2001rig in the data file just downloaded from the hash site. When I turn on Ik Arms Setup the right arm points to the sky. Does it do this for anyone else? Thanks in advance to all those who reply. Andrew
Last reply by pixelplucker, -
- 13 replies
- 909 views
Hello - is there a simple way to keep the geometry of the feet of an original model and rig from descending below the '0' point of the 'y' axis during, say, a walk cycle? I've tried several rigs built from tutorials and have created an originally built skeleton that works adequately for my needs except for this hitch. While, some rigs work pretty well for this, including the suggestions from Matthew Krick's tuts, I'm hoping there's a simple constraint for the foot bones to solve this. Also, is there a good tutorial on euler constraints, etc?
Last reply by cribbidaj, -
- 1 follower
- 13 replies
- 2.2k views
One approach to rigging a book with pages that need to turn and not look like cardboard. I did this for Kevin Detwiler's "Adventures with Boomer" show. RiggingABook.mov Here's a shaded render of the book and page turn in action. The edges of the pages were set to "render as line" so they would appear to have slight thickness as real pages do. pageturn.mov
Last reply by Rodney, -
- 13 replies
- 3.9k views
I made a skeleton for one model, and have several other models that are similar. How can I save the skeleton and use it in another model. Is there a way to export just the skeleton?
Last reply by NancyGormezano, -
- 12 replies
- 813 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, -
- 12 replies
- 3.1k views
I have been waiting for this feature for a long time and curious as to what other think? My pitch for an add on to the squetchy rig. Hopefully it will be helpful. Especially to animators new to A:M, allowing them to start animating more quickly. Key Groups What it does : Force's keyframes for a group of bones via an ON/OFF pose. How it works: Takes advantage of the new V13 IK/FK auto constraint keying feature. Using dummy constraints and Null to define what bones to key and what type of key frames to set. Characteristics Speed : Can turn a ten step process into a one step process. E.g. setting keys for all the F.A.C.E nulls or blockin…
Last reply by bobcroucher, -
- 12 replies
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Hi All, OK, I worked up this tutorial on how to model and animate a simple piston assembly like in your car or something like that. This is not an exact setup but simply uses an "aim at" constraint and then uses keyframes for the animations. I might work one up using expressions or a rig...we'll see. Simple Piston Tutorial OT: It's funny when you listen to yourself recorded because I sound ridiculous at times...losing my train of thought...going off on tangents, but hey...isn't that how it always goes when your doing 3D? Cheers, Eugene
Last reply by cuboos, -
- 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, -
- 12 replies
- 1.2k views
HEY! Thru my recent experiments I have devised a rather simple little FISHEYE LENS for Animation:Master V14+!!! AND I want to give it to anyone who wants to experiment or improve upon it! For years, I have felt the renders out of A:M were almost 'too accurate' and wanted to be able to widen the scope of view without the result looking like I simply zoomed out. Recently I had chance to do a quick 'magnifying glass' animation with A:M and the idea struck...why not put a lens right up to my A:M camera? The result is a .mdl file you can use to replace your camera in your choreography (the .mdl has a camera in it...) The adjustments are found in the pose sliders, inc…
Last reply by John Bigboote, -
- 12 replies
- 1.1k views
I have been wanting to start to try animating lately and was looking for some helpful critiques as far as this model and the bone placement is concerned. I have gone through mechadelphias tutorials and tried to find others here on the forum. Are there parts concerning the actual model that will give me problems? If so where and why. If everything is ok as far as the bones go what would be the next course of action. I know that it would be easier to just use the modified 2001 rig (thanks mtpeak) or the squetch rig (thanks itsjustme and all else involved) but I want to have a better understanding of the rigging process before I try them. Anyways here is the model. Thanks …
Last reply by jirard, -
- 12 replies
- 1.2k views
I just love that DYNAMIC CONSTRAINT! I use it all the time, EVERYWHERE. Want to make your character look drunk for hoots? After animation is done... put a DC on it's head control-bone, switch it to 'Spring' -turn gravity OFF and set a angle limit (around 30 to 40 deg) hit PLAY and be ready to GIGGLE! My question is about the 'Collision Detection' feature on the dynamic constraint... what does it look for- geometry/mesh or other bones? Is anyone able to say 'Yeah- I use it all the time- it works great! Here's the trick!" Just wondering!
Last reply by Gerry, -
- 12 replies
- 972 views
Hi All Got several new problems. 1st I created an eye from 'itsjustme' tutorial *the eye has a contact outside it that will open sideways *created a combination pose that will open the contact and will dilate the eye at the same time *at completion it worked perfect I saved it as a right eye, and a left eye (2 separate models) both worked perfect Now I bring them into my model separately place them. Question 1: why do the eye parts appear in the groups as all separate parts not as a unit or model? (image 1) Question 2: why did only 1 set of pose sliders show up in the model? (images 2&3) which only work the right eye…
Last reply by Rodney,