A:M Rigging
Rigging & Relationships
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Hi! Strange things happen to my constraints, maybe I miss something? I just want to animate the enforcement-setting of the "translate to"-constraint from 100% to 0%, but before reaching the 0% the bone with "translate to" is snapping to a strange position. I already found some postings talking about the same problem, but it seems there's no solution for this? I'm still running the v11.1. Maybe someone else wants to give it a try ... I've attached an example-project. Cheers, DJ translate_to_problem.zip
Last reply by DeeJay, -
- 7 replies
- 692 views
HI! I have a model with 3 different types/lengths of hair on it. I have a goup called 'BANGS' that I want to do some styling to. If I try it in the model, things go very slowly and little if any effect happens with each hairbrush stroke... I have preroll off, dynamics off and all the other jazz that makes for computations. BUT- If I copy the group into a NEW model and attempt to style...everything goes swimmingly well and I can get what I wanted rather quickly. SO- I now need to transfer the newly styled group BACK into the original model WITH all the styling intact. A simple copy/paste seems to do what I want...the group has the hair material and all the '…
Last reply by John Bigboote, -
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Steffen Gross' Transfer_AW plugin can simplify weighting complex meshes. It's been around for a while but I don't think most people are aware of what it does. Basic Workflow: 1)Make a fabulous model with all the splines you need. Group it and name it "hi-res" 2)In the same model window, make a simplified version of your mesh with just enough splines to hang on a rig. Group it and call it "lo-res" 3)body parts that you don't want to influence each other can be given names like hi-res_leftleg and hi-res_rightleg 4)Attach and weight the lo-res mesh to your rig's bones. 5)Transfer_AW will transfer the weights from "lo-res" to "hi-res" and figure out all …
Last reply by John Bigboote, -
- 19 replies
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The Train Wheel Rig – An alternative method for and elbow / knee joints Updated 11/15/12 with missing model file I came up with something that I though I’d share with the rest to you. The problem I wanted to solve was that the methods for rigging a joint like an elbow that I’ve tried (Fan Bones, CP weighting) all result in a collapsing geometry at the site of the joint. Then I'd have go back and repair the geometry with oodles of smart skin especially when I have a char with thick / muscular joints that have CPs far from the bicep / wrist bones to begin with. So here’s what I came up with: The Elbow / Knee Type Rig: Using an elbow as an example, I h…
Last reply by 3DArtZ, -
- 2 replies
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When boning a long tail or neck it seems intuitive to match the bone joint to the spline ring. However, you'll probably get a more natural deformation if the spline ring is in the middle of the bone. PRJ you can play with... TailTest01.prj The top is spline-ring-at-the-joint. The bottom is spline-ring-at-the-middle... Tail Bones800.mp4
Last reply by Madfox, -
- 7 replies
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Hi all, First post here. I am in the proccess of rigging my own model and I am trying to learn how to rig the knees and elbows. I am trying to teach myself by looking at the Thom skeleton for hints at how this is done and I got quite a surprise when seeing how many bones were allocated to the legs. Question1 For knee orientation there is a hierarchy of Leg Hinge/Knee/Thigh orient, but I have not figure out how these manage to influence the Thigh and calf bones...i.e. what constraints are applied? If you know how this is done please give me a run through Question2 There are several "balance" nulls and bones...what benefits are there from having these? …
Last reply by itsjustme, -
- 1 reply
- 505 views
Was have an object on a path move up and down with an expression while hooked tp a center pole. Have a few tweaks but then went and threw this together instead using part of te idea [attachmentid=17364 project release 13 [attachmentid=17391] ncube3.mov ncube3.zip
Last reply by Zaryin, -
- 26 replies
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Background: Theo Jansen designs and builds creatures he calls Standbeests; they are quite large, wonderfully whimsical, and often wind-driven. Here’s a link to his website: www.strandbeest.com A few days ago, I decided to model a version of his Rhinoceros, not a particularly difficult task. Then - before building the model - I fell down the rabbit hole of trying to mimic the leg mechanism that drives the Beest the way it actually works. Not necessary to make a model animate, as a simple set of bones with basic key framing could do that job, but an interesting problem. I have been stuck in the rabbit hole for days. Rigging and constraints are …
Last reply by fraizer, -
- 1 reply
- 505 views
For some reason the hand clench poses in the Troll model I have don't work (the Troll model used in the "infamous" newton demo). They won't go above 0. The really wierd thing is that even putting the mouse on them and dragging causes the cursor to "stick"... never encountered anything like that before in an application. I am using the Troll from the newton demo project. Maybe there is a new one or a different one available? If not I can just pose the hands... by hand. Actually ALL of the percent poses for the Troll don't work for me. They are all stuck at 0% and won't budge. -vern
Last reply by heyvern, -
- 6 replies
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Hi Everyone, I was just wondering if the setup machine is no longer compatible with Animation Master as it seems to crash whenever I try using it with A:M 17. I haven't encountered any issue with it when I was using an old version like 11 but I can't even get the rigger to load without it crashing anymore... Maybe there's something I have to do to make it compatible in 17? I don't mind boning everything by hand, but this was a neat tool before when I tried using it to rig a model quickly... Thank you everyone
Last reply by Kombowz, -
- 4 replies
- 1k views
I have been looking at The Setup Machine by Anzovin Studio and Weight Mover I was woundering if these plugins was worth the price and has it made your work flow faster? I have also noticed the last video series are for AM: 2003. Will these plugins work for AM: v12? Any feed back would be great. I need to make my work flow a little faster so I have been looking into AM resources and plugins. If anyone has any links to a demostration useing The Setup Machine by Anzovin Studio and Weight Mover it would be great. I would love to see what it can do. MP3D
Last reply by MP3D, -
- 25 replies
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The initial test with a dynamic constraint: A simple model with one large uh... mass... attached to another mass. I applied a dynamic constraint in an action and played with settings til I found the ones pictured: Here are two vids of the constraint in action: testB.mov testc.mov I think this would work for many situations, but I still want to experiment with cloth. Just don't know how to get only part of a model to be cloth...
Last reply by Gerry, -
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- 52 replies
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One of the really ellegant ideas that is used in the Squetch Rig is the "Install Rig Plugin". This basically allows you to fit each component of a rig ( say, a complete leg rig ) with all its geometry, control bones, Nulls, etc into a new model. Then when the Install rig plugin is run, all the components of the rig get moved back into their correct positions in the bones heirachy, and all the install bones are removed. The details are here: The Hash Install Rig Plugin The problem is that to install the installation rig, you have to move the install bones via the the "n", "r" and "s" commands along with dragging the position manually on the screen. You can…
Last reply by mtpeak2, -
- 3 replies
- 845 views
Have a question why is the tail and leg moving at the same time when I start a new action I've gone as far as changing the model a little bit but it still moving at the same time ? Here a pic.
Last reply by mtpeak2, -
- 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, -
- 1 follower
- 0 replies
- 987 views
I have been working on the rear window project and decided I needed a break tonight. I have a character that I finished a year ago for Cupids Sick Day and needed to rig her. I have been installing the 2008 rig. It took all of about 1.5 to place the rig and now going through and assigning cps. Thanks for all the hard work Mark on 2008 rig and David on Squetch. (will be using face rig) Steve
Last reply by Shelton, -
- 2 followers
- 61 replies
- 5k views
Hi guys: I'm modeling a tentacle to go with my Nautilus and need some advice on how to rig the sucker for some smooth manipulation. So far I have a simple tentacle with linked bones for every segment. Bone 1 has spline ring 1 assigned to it, bone 2 has the second spline ring assigned to it, and so on down the tentacle. I have no fall off or anything else set up. I also don't have any experience in rigging. Soooo, if someone could walk me through the steps I need to take to get a nicely maneuverable tentacle, I'd be much obliged. Attached is a cap of the tentacle, bones, and the way it moves now. Not very pretty. Eric Edit: One thing I do know…
Last reply by mtpeak2, -
- 2 replies
- 598 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, -
- 2 replies
- 2k views
The first part of a tutorial on tank treads, getting the sections to loop in order on a path... clip4176BuildingTankTreadsB.mp4 This tutorial includes use of... Project WorkSpace and its timeline model and bone duplication applying constraints in an Action Path constraint Aim Roll At constraint Aim At constraint Compensate Mode OFF constraint order and re-ordering Curve Editor Curve Post Extrapolation
Last reply by markarjun, -
- 4 replies
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I was trying the tut. on the tank treads using a path for them, but when the tread hits the 100% it will travel all the way around the path again instead of continuing on through. I can think of some alternative ways to try and make the tread almost look like they continue through as though to loop, but it doesn't have the smooth motion I would like. Any hints or suggestions would help. thank-you
Last reply by A:M Dave, -
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- 6 replies
- 997 views
I was just experimenting with ways to use one bones movement to affect anothers and making a chain of wacky bones that move in all sorts of directions and ways... and it sorta just sparked in my mind: Tank tread movement is sorta an eliptical movement- if I can get a bone to move in an eliptical path (without using a path), half the battle would be over. The details and math I don't know, but visually I can speculate the angles and speed of things, which led me to Turn a bone at an angle so that the handle movement looks like an elipse. Now how do I get a bone to only travel in x,y of this handle movement? #1- child a target bone to that bone in line with the handle. #…
Last reply by entity, -
- 2 replies
- 971 views
AMers Not sure what to call what I'm looking to animate, I'm working on a pitate ship and I'm thinking on having a sail roll up and down and not sure how to go about it, or the best way...the sail are made of cloth but not sure if I can figure out a way to animate the cloth material to roll up on the mast? or go another direction.........any help is appreciated..... Mike
Last reply by Kamikaze, -
- 1 reply
- 540 views
Situations: I've wanted to do this most when a wheel on each side of a vehicle needs to turn at a rate commenserate with the path that it is following. Usual solution: Ignore it and hope speed, distance, object occlusion and/or detail do not allow the viewer to see that the two sides are locked together around a corner as if they are on a solid axle connecting them. Typical construction is the vehicle has a center bone constrained to the vehicle path. An action with stride length gives the illusion of grip to the surface. Straight paths are fine, but curves are not accurate. Wanted: A way for A:M to adjust stride length differentially depending on instantanio…
Last reply by trajcedrv, -
- 11 replies
- 307 views
Well, it seems as I encountered a point of complexity I was afraid of to start with. 😽 Always facinated by waves rolling on the beach, I wondered if there was a good way to translate it to animation. The commen way would be to exclude the directions on which these forces have grip on eachother. Knowing it is almost impossible to subtract these I gave up. There are several forces at work so to keep it as simple as possible. I tried some squares with rigs to get a relief, but soon I detected I could not use CP weights, as the number of changes needed to happen on each frame. Then I decided to give it a try in the hard way, and rigged a new "Aladin magic car…
Last reply by Madfox, -
- 9 replies
- 1.2k views
I have wasted a whole day trying to get my head around surface constraints! The task is a simple enough one: Constrain pupils to an irregular eyeball and drive them with pose sliders or an eye target. I can get it to work just fine as a stand-alone eye model using pose sliders but within my model the constrained pupil bone always flips 180 degrees. No matter what I try it just won't work! It's like there is some kind of alien intelligence at work!!! All the bones involved, (pupil-bone, surface-bone and pointer-bone), are on the same level of the hierarchy, parented to the head-bone. If I use a dome for the pupil the domed side will always flip s…
Last reply by Fishman, -
- 1 reply
- 665 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, -
- 3 replies
- 1.1k views
I've got this rigged character for my music video. When I put him in a chor I can enter skeletal mode and move his bones around. but once I deselect him, work on other models and go back to him, when I enter skeletal mode I can no longer activate, see or select his bones. I feel like I've seen this before not long ago but I'm stumped by it. Tested in v15 and the latest v16, on a pc. When I get home I'll test on a Mac, but any advice is welcome!
Last reply by Gerry, -
- 11 replies
- 1.2k views
I would like to constrain a wheels bone to rotate on the x-axis like the roll of the rollhandle of the bone of a steering wheel, but am lost on how to set this up. ( see attached picture ) Any hints anybody?
Last reply by jakerupert, -
- 2 replies
- 691 views
Could someone tell me where I can find a tute on how to make a squelch rig? Like the stretch & squash of a simple ball? Thanks in advance
Last reply by Dhar, -
- 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, -
- 1 reply
- 524 views
Hello- Does anyone know if Sprites can be effected by Forces? I haven't been able to get that to work... Question 2) Does anyone know if Sprites can be contained inside another shaped object once they are emitted? For example, once sprites are emitted, can they fill an invisible object so that as the sprties accumulate, a form takes shape? Here is a clip from the second Narnia movie that got me thinking about this effect. It appears there is a quick cut between the particles floating and the humanlike body that they become.. Thanks for any feedback.. Tom Particles.wmv
Last reply by yoda64, -
- 1 reply
- 714 views
I'm not sure if this is the right forum but i'm somewhat new, but can someone PLEASE explain what spring systems and how they work are?!!!
Last reply by Ilidrake, -
- 1 follower
- 2 replies
- 683 views
I have tried the ponytail tutorial on setting up the spring system several times and some of the instructions are confusing. The constraint stuff is a bit techy for me. is there a different tutorial on spring systems that may be explained a little different?
Last reply by pdaley, -
Anyone doing anything interesting with spine control rigs? Mike Fitz www.3dartz.com
Last reply by 3DArtZ, -
- 1 follower
- 6 replies
- 571 views
[attachmentid=21526][attachmentid=21527]I have the 2001 rig in a model but am having probs with the shoulders ,if I keep the arm striaght and move it its fine but as soon as I bend the arm in any way the bicept rolls and distorts the mesh badley .1 is it becuase it needs wiating and smart skinn 2 is it placed wrongly 3 is it something to do with the constraints.heres a couple of picks to try and explain ,before and after I move the arm
Last reply by steve392, -
- 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, -
- 1 follower
- 3 replies
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http://www.youtube.com/user/zandoria#grid/...BF44797CD8BC2A3 This is the Control Point Weighting, Smartskin tutorial that I did for Siggraph a few years ago.
Last reply by T-Dogg, -
- 1 follower
- 4 replies
- 1.2k views
A very brief demonstration of creating a smartskin and mirroring it to the other side of a model. Create_and_Mirror_Smartskin.mov Create and Mirror Smartskin Edit: Here's the PRJ in the video if you want to play along SimpleSmartskinMirror01.prj
Last reply by Gerry, -
- 1 follower
- 5 replies
- 940 views
Here's a simple grid smartskinned to squash in one direction when the one bone's X axis is at -44 That's the only key I set... so why is motion created when the bone is rotated on only Y or Z? (I'm not looking for an alternate way to achieve this effect, I'm trying to understand the nuances of smartskin) SmartskinTest.zip
Last reply by zandoriastudios, -
- 48 replies
- 3.1k views
I did some very extensive smartskinning on a shoulder while the other arm was hidden. Apparently I had mirror mode on and it keyed the other arm anyway. I usually try to do all my smartskin keyframes at 45 or 90 degrees just in case there is a problem I know where to look. Well, I deleted most of the keyframes on the other arm but there is still some slight twitches I can't track down. Please tell me there is a fix for this without deleting the ss and starting over.
Last reply by Gerry, -
- 2 replies
- 602 views
Can I use smartskin on a bone that is part of a kinematic chain?
Last reply by Frederick, -
- 7 replies
- 531 views
I am wanting to edit smartskin cp keys like key frames on a timeline, in order to manipulate their position, or delete them as a group that is related to a bone rotation angle. Is this possible?
Last reply by Frederick, -
- 1 follower
- 5 replies
- 718 views
Can I do all my smartskinning in one window? Are there drawbacks or advantages to doing it that way?
Last reply by rusty, -
- 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, -
- 2 replies
- 669 views
Anyone else get this weirdness after smart skinning? This window is in an action. Before the smart skin, the model moves ok. After the smart skin, at some point during a rotation it gets wacky like this. I have a smart skin for the right bicep and the right thigh and they both behave this way. If I rotate it back a few degrees, it goes back to normal and vice versa. I have 12.0q (sorcerez) latest at the moment. I haven't tried smart skinning this model in any previous versions yet. If I try to render it, the part that is stretched is invisible. Also I tried bringing the model into 11.1i and moving those joints makes the screen viciously refresh repeatedly …
Last reply by markeh, -
- 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, -
- 6 replies
- 829 views
It been awhile since I did bones and compensates. And My mind is drawing a blank. What I need to do is set up the sliding doors so I can open and close them. I am including a model if you do set it up only do one side of the sliding doors so I can see how you did it. Since I have a house full of sliding doors and windows to do. Thanks Sliding_Doors.prj If you like to see the hole house.
Last reply by Fuchur, -
- 9 replies
- 1.1k views
I have looked everywhere I can think and can not find how to get the slider to default to "0". I've tried setting it thru the "Edit Relationship" window. I have tried thru the sliders setting for default. I have deleted all Actions. It looks like all the others in the timeline and in the Relations of the PWS. Nothing will get rid of the 33% default on the one slider. I know it's me and not AM but I can't find it! Any ideas.
Last reply by TNT, -
- 5 replies
- 1.1k views
Can anyone help me out with a link to the Hash/Mark Skodacek rig?
Last reply by Fishman, -
- 3 replies
- 707 views
Can't get Nigel's hand to rotate palmup, well I can,but it just twists at the wrist, no forearm roll,and distorts the arm something fierce. I need him to hold a rifle for aiming, left hand cupped up to cradle the forestock. What rig is Nigel's. Is that the 2001? Can't you roll the forearm? How do you tell what rig a model is using? Do I need a more advanced rig? Where do you get different rigs, I have a recent online subscription, can't seem to find a skeleton folder. Thanks, stevej
Last reply by itsjustme,