A:M Rigging
Rigging & Relationships
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HI- V15.0i Wondering if anyone has been down THIS road. I have a character with hair that I have groomed while the hair was set at 'Constraint=100%'. Now, I want to make a pose-slider or find another way to make the 'hold' on that hairstyle let go...as in animate down to zero % constraint... and then back again to the groomed style. The pose slider AND animating the constraint value on the timeline in the choreography seem to have an 'all-or-nothing' effect, so the hair 'pops' from one setting to the next and back. I am looking for more of an incremental change. Thanks for any speculation.
Last reply by John Bigboote, -
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So I'm working on a facial rig, and I don't think I've ever made on before, and I've been playing with it all morning, but I just reall have no concept of what I'm doing, so I'm wondering if there's a facial rig kicking around like there is the 2008 rig or something, or can someone post a pic of a proper facial rig and it's CP assignments and hierarchy or some resource that may benefit me. Thanks
Last reply by 3DArtZ, -
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This facebok user asked this question 'can someone one walk me through on how to add kinematics on human character!=)' I was hoping that maybe people here can help since you guys always seam to rock it!
Last reply by Meowx, -
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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, -
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I'm trying to use flocking system in v 15, but it doesn't work. Can please someone check if it works on his computer before I report the bug... Thank you...
Last reply by Fuchur, -
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Just made a simple rig and was watching 'building first rig' by HomeSlice. Got to the point to do my Constraints, when I try to pic target bone it does not select the one I choose, so I go to select target and the needed bone (s) do not show up in the list. I'm sure it is something simple i have missed. FatGuy.prj
Last reply by itsjustme, -
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Hey- searchin' the forum- but I don't even know what I am looking for... is it possible to have an audio file be the basis for a bones rotation... or general movement? Seems I saw something about this here once... Thanks!
Last reply by johnl3d, -
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I've got an action that I'd like to save as a Pose with a percentage slider. Is this possible?
Last reply by Gerry, -
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I've started rigging my models for the Woke Up Dead feature. Normally I would use TSM2 but have become rather frustrated with it. It works good but I find it hard to customize. I started by rigging the legs of my Latimer model and have started with the arms next. And this is where I have stopped LOL. Rigging has never, ever, ever been a strong point for me and I think it's high time I learned a little something more about it. So my question is do you guys have any good starting tuts for rigging a human arm? I want a simple, functioning rig with no bells or whistles. And if it's in a format besides a mov file that would be great because I am totallly cramped on bandwidth r…
Last reply by robcat2075, -
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I'm making good progress with the 2008 rig, putting it into Colfax, the one human character in Nightcallers. I'm still at the "rigging the right half" and am just finishing up the cp weighting. I'm thinking that I should put in half of a face rig at this point but I'm not sure how to proceed. I could put in half of Holmes' LiteFace but that would cause probs possibly with some multi-d relationships and may end up being more trouble than it's worth. I could just attempt to rig it from scratch but that seems like I could get in beyond my skills when it comes to adding the controls. How do other folks add a face rig at this point?
Last reply by steve392, -
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Hi all. What's the best way to avoid wantint to putt all your eyebrow hair out when having tow characters physicallly interact? Using kinematics to keep them connected, but running into my models turning into rubber bands if I move one or the others juuust so... Rich
Last reply by robcat2075, -
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Greetings Oh Great Wise Ones: Got a problem giving me a headache, have been ReRigging a model following'Barry Zundel' training. All is well until I get to the Elbow. In an action the elbow moves to the from NOT the back. Any suggestions on how to get it to go the right way.
Last reply by Walter Baker, -
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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, -
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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, -
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, -
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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, -
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- 6 replies
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I'm playing with Dynamic Constraints and now I'd like to reproduce one of the simpler examples in the Tech Talk #3 Video; the one where thee bones collide with a one patch surface. What ever I try, I'm unable to make it work. I have set Object Collisions to ON, but What else do I have to do? What is the obvious think I'm missing?
Last reply by HomeSlice, -
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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, -
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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, -
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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, -
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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, -
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Was wondering the best method to use tracking down a circularity error actually 2 errors Can't post since its too complex just wondering if there is a procedure to help with this problem What to look for ...would looking at project in text editor help.....etc Suggestions more than welcome Thanks Tinkering Gnome trying to help
Last reply by rusty, -
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So, against my better judgment, I'm working on a new rig for my cloak (it's less complicated than it looks). [attachmentid=14395] As you can see, I've got a chain of bones running down each spline of the cloak. I'm using some constraints to make the upper part of the chain wrap around the wearer's shoulder and arms, but the lower part of the chain is sticking straight out, since each link is a child of the one above it. Obviously, I'd like the lower links in each chain to swing freely in accordance with gravity and inertia. (Maybe the middle link could be set at 50% to ease the transition.) I thought about using lag, but it seems like dynamic constraints m…
Last reply by robcat2075, -
- 6 replies
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another question for you guys... I am making a model of machanical legs and i am trying to get the bones right. I have been looking at some of the included models that came with hash and they use constraints in relationships. my problem is that i cant figure out how to add a new relationship without having to go though smartskin, but even still i cant get it to work right. Any help would be very greatfull! Thanks, -ALL
Last reply by 3DArtZ, -
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Can anyone post a project that demonstrates "gymbal lock" happening in A:M? I know it doesn't occur with Quaternion interpolation, but since I've never seen it I'm not sure exactly what it looks like.
Last reply by robcat2075, -
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Ok so here is my trouble. I have a charactor that I am working on and i got one side of the model done. Can I rig that side to my bones and copy flip attach the body and the bones so I don't have to rig both sides? if so how? thanks
Last reply by camzilla, -
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We have a "translate to" constraint but is there some way to make a "translate like" constraint such that if I moved Bone A on it's x-axis it would make Bone B move on it's own X-axis, no matter what B's orientation? I know this could be done with an expression, but is there a constraint way?
Last reply by Rodney, -
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So hashers, I need a principle check here to make sure my idea for rigging this part of a model will work. I would like to rig two tubes, one inside another with "spline lines" around the outertube. I would like to have both tubes move by using a null grabpoint in the middle of the outertube, with the ends of the tube pointed at nullachors; or as it will be used attached to geometry. Now what I think I need to do is use IK and orient-like constraints and compensate mode to IK the second Bone chain ,which is the inner tube, to the First Bone Chain (Outer) which has the middle bone of it iked and "orient-liked" to the nullgrabpoint. With the ends bones of each chain aimi…
Last reply by TheJunglist, -
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- 788 views
i found this while looking for tips on animation aumong other things. http://www.computerarts.co.uk/tutorials/3d..._complex_joints
Last reply by UNGLAUBLICHUSA, -
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[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, -
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What would be a good rig to start with for starting to play with character animation? I have the 2001 rig that came with AM but I also see the Squetch which sounds like maybe it's the new thing. I would like to learn the right way so figured I'd ask here, Should I just make my own rig instead? I couldn't find any stickies really explaining what "Squetch" is, only updates and other threads that assume that I know what it is. Maybe I'm not looking hard enough though. thanks all! -Tim
Last reply by KenH, -
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- 6 replies
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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, -
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- 811 views
Greetings All ok I was looking at the 'Lady Goodbody' in the lib. and noticed that some bones have falloff and some CP have rings around them which appears to be controlled by two bones as the attached image shows. If so then how do you do this? The seam in the center of her dress is my point of focus since my model has the same and I am not sure which bone to attach them to.
Last reply by Walter Baker, -
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- 6 replies
- 979 views
What's the best way to keyframe poses? [EDIT] This thread started out as BVH and TSM2, but has been edited for the subject you see now.
Last reply by itsjustme, -
- 6 replies
- 882 views
I remember a couple of months back someone was working on a water rig and there was an example movie that was very cool. I was wondering if the creator of the rig finished it. I was also wondering basically how it works. Thanks, Doug
Last reply by Douglas Ferrin, -
- 6 replies
- 826 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, -
- 6 replies
- 808 views
Is there a way of constraining any of the built-in particles to a choreography path?
Last reply by HomeSlice, -
- 6 replies
- 954 views
I don't want the bone to change the direction it's pointing. In other words, I want it to be able to rotate, not translate.
Last reply by Nerdcore Steve, -
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- 6 replies
- 1.6k views
This is a tutorial showing how to make an arm control rig using a method of finding the height of a scalene triangle (used in the current Squetch Rig). It is a more advanced tutorial that assumes you already know how to add bones, Poses and Expressions and have a general knowledge of character rigging. Included in the ZIP file are the video (29:26 in length, 900x600, H264 encoded Quicktime), subtitle file and an example of the rig. scalene_arm_rig_tutorial.zip
Last reply by jason1025, -
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- 1k views
Heya, all-- Is there a "from the beginning" tut anywhere on how to construct a rig from the ground up? Thanks, Rich
Last reply by Darthlister, -
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- 936 views
Got an annoying problem folks. Last night I constrained 4 objects to 4 paths. Adjusted everything until I was happy with it, saved and went to bed. Got up this morning and loaded the project to discover that the objects weren't moving when I scrubbed through the timeline. A quick investigation revealed that while the path constraints were all present in the PWS they had somehow lost their targets. Re-selecting the targets did nothing and to make them behave again I had to make a whole new constraint. I saved again and re-loaded, same thing all the constraints had lost their targets, all the ease keyframes etc are still there just the target is gone and setting the ta…
Last reply by robcat2075, -
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I have an effect I would like to try, like a video/slide projector projecting imagery onto 3D geometry from it's unique perspective... only then rendering this scene from a 2nd camera. I've read the manual entry called 'Front Projection Maps'(page 546 in mine) and it shows how I need to specify the target for the projection (like the screen) and I can see the effect working- but once I jump to a 2nd-alternate view camera I lose the effect. Wondering if instead of a camera, I should use a light? ... or is there a way?
Last reply by robcat2075, -
- 6 replies
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Recently, I was befuddled trying to get eye-highlights to show up consistently. Naturally, I played with my eye geometry's specular settings... adjusted lights etc but I was never really happy with getting a consistent highlite in the eye... essential to giving the 'spark' that helps make the eye look glossy, alive, vital, sharp... etcetera. Since my initial effort was to make an illustration, I automatically thought- 'oh, just add it later in Photoshop.' But when I considered animating the scene I decided I needed an 'always on' solution, so I modeled it as a simple lathed circle with 100% ambiance. SO- I simply made geometry that would guarantee the highlites 'ever…
Last reply by John Bigboote, -
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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, -
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xhttp://youtu.be/DkSeWGv_E48 I see at AEScripts.com they have version 2 of the Newton Dynamics engine available for AE for $250. V2 is the newer version (I don't think we have) with joints and bones... it came-up in a discussion Vern and I had YEARS ago on this forum about making a dynamic 'rag-doll' model... that could be rolled down stairs and such with dynamic reactions for comedic purposes. At $250, makes A:M look like a bargain in that ours is true 3D whereas AE's is a 2D dynamic engine. For new users, Newton Dynamics does stuff like this: http://youtu.be/O2OynevFsF4?list=PL8436A345ABE90D98
Last reply by John Bigboote, -
- 6 replies
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Is there a way to snap bone joints to specific locations in bones mode? I mean, apart from the number boxes in the properties panel (which provide all the joys of character rigging in Microsoft Excel). I fully expected an option to snap joints to spline points—that way you could make a rubber band figure and snap-snap-snap together a skeleton in no time. But I can't find anything like that in the program or in the manual. What tricks do you use for the purpose?
Last reply by nemyax, -
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Hello all- When I activate the obj sequence exporter from the choreography(rt-click chor, Plugins, OBJ ...), am I supposed to get all of the models and their actions in that choreography contained within 1 sequence of obj files? I know there are 3 options... all in one...single models... and single models in one obj. None of them seem to give me what I expect, which is the same models in the same relationship to each other and doing the same actions as I animated together in the choreography. I'm thinking it is meant to be a 'one model/sequence at a time' exporter as opposed to the entire choreography (minus lights, cameras of course) Anyone else happen across…
Last reply by John Bigboote, -
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Hi this is probably a dumb question, but how do I make the geometry of a hair emitter render as invisible while the hair still shows through? I thought maybe the transparency of the geometry could be set to 100% and that wouldn't affect the hair emitter. Upon a multi-pass rendering, the hair disappears. I feel like there is a simple answer to this... This model was made before I discovered the treez plug-in, by the way... Adam
Last reply by NancyGormezano, -
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At the end of today's Live Q&A I attempted to post a query related to spline controlled animation. I hadn't set up the model very well so there wasn't much to see at the time... translation: it barely worked. After the session I modified the character and inner rig a little more while it was fresh in my mind. I'll be glad to share the setup (minimal man charcter and rig) but it's still barely at the stage of being presentable. The attached video does demonstrate a little of the setup and hopefully demonstrate where I'd like to go with the idea. I mentioned during the session that I'd probably need to set up some use cases to properly demonstrate but the basic…
Last reply by Rodney, -
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https://www.shadertoy.com/view/4tVfDV?fbclid=IwAR2fkqeXJbfuLUdEps4tKH516IRb4gut5gSFtBP8xjYdo6-KHHXs7XeLzJw Had seen. I want to do this for different numbers of triangles and other polygons
Last reply by serg2,