A:M Rigging
Rigging & Relationships
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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, -
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I have been making poses inside of the rig. I have been using both bone poses with cp weighting and muscle poses. The muscle poses have been working quite well until last night. I have followed Mark's videos on muscle poses and walk through it again to make sure that I did not do something wrong. Here goes. I have created the poses with the pose slider (right side) in a relationship window and copied to the key frame. I then edit the relationship of the other side (left side) of the pose in a new window and paste the key frame mirrored. What i notice is that the pasted mirror key frame drops the pose slider to "0" instead of "100" as it should be on the slid…
Last reply by Shelton, -
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When i make a pose slider to control the color of a group, and set it to be full white at slider 100% and full black at slider 0%... why do the curves for the RGB channels represent the white at 100% as 0,0,0 and as -255, -255, -255 for the black at 0%? What is the reason for that offset?
Last reply by robcat2075, -
- 14 replies
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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, -
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- 7 replies
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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, -
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I rigged gre's Mech. spider....please critique it: themechspider I loved exploring how to rig the fangs...it was very fun. Please take the time to unhide the bones and see how everything works and stuff.
Last reply by mtpeak2, -
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I'm making another attempt at understanding why and how we get things to do the things we get them to do. This attempt is similar to, but hopefully less complicated than, the tongue project that David tried to help me with a few weeks ago. (Thanks again, David, for trying to help) Hopefully, what I am after is a more stripped down, less complicated, basic chain. I'm after something with as few constraints and compensations as possible. Here is a blade of grass, it has 11 bones, starting with bone #1 at the bottom, and bone #11 at the top, with 1 null at the top. The null is a child of bone #11, which is a child of bone #10, etc. In the PWS, I hav…
Last reply by HomeSlice, -
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I've got a path that animates and I want to move a whole bunch of objects along the path throughout the duration of the animation but "constrain to path" always makes the object jump to the beginning of the path at time=0. I've not been able to find anything comparable to "ease" for the front-end. Does it exist? Thanks. Cindy
Last reply by cindylyoung, -
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Hey Guys, I have a winged character and I set up a few poses for wing positions on the "right" wing. I figured I could copy/ paste mirrored the keys in additional poses so that the "Left" wing would have the same poses also. Is there a way to get this to work. I tried to copy the bones on the keyframe in one pose and "paste/ Mirrored" in a different pose. But that doesn't work.. Do I need to renaim the bones a certain way? I remember doing this operation with cps fine. But bones don't seem to paste mirrored. Nothing happens at all. Thanks, William
Last reply by robcat2075, -
- 6 replies
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Is there a way of constraining any of the built-in particles to a choreography path?
Last reply by HomeSlice, -
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I'm glad Mulls ressurected this topic: http://www.hash.com/forums/index.php?showt...=0entry116078 because I'm really enjoying working with one of these setups. BillY, (If you happen to poke your head in here) Am I correct in assuming that there's similar info in the "animate a face" cd from Anzovin Studios? because if so, I'm buyin'!! Anyway, Like I said in the other thread, To save a lot of time, I set up my interface as a single patch with an image decaled onto it. I gave the interface patch a bone, and parented the nulls to the bone. That way I can grab the interface bone and straighten it out no matter what view I'm in. When I want to do a final re…
Last reply by strohbehn, -
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Please don't RTFM me, I am nowhere near my manual and could use a question answered. I am using Ver. 13.0J. I cannot orien't like any bones or IK to any bones, only to nulls. Is this the way it should be?
Last reply by UNGLAUBLICHUSA, -
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I can't undrerstand how the relationships are organized in various parts under pose sliders. Does anyone know a tutorial for organizing relation ships? Pose_Slider_Before.bmp Pose_Slider_After.bmp
Last reply by mtpeak2, -
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Hi all, Well my inchworm "group" project is becoming a single one. I can't seem to keep my brother's interest and I've already lost my nephew. I hate starting something and not finishing it so because this learning project is very short, I'm going to finish it myself between TWO work. Any way my question is: Can you install just the face rig from the squetch rig? If so, what's the best way to do this? My inchworm has no arms or legs and I'm using Robert's rig for the body. I love the squetch rig face controls. If I can get it to work as good as the TWO characters, I can really bring this guy to life. The dopesheet is fine but man the null controls of…
Last reply by Jeetman, -
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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, -
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Decide to just auto assign cps after installing to posable rig then opened action window and..... After you stop laughing any suggestions are welcome the legs seem to work fine and the fingers curl just not sure why they flipped and shot up tp the ears
Last reply by johnl3d, -
I made a new model and rigged it with some bones. When I start animating a pose all goes well. Then I add a dynamic constraint. Works fine. I delete the dynamic strained option. Suddenly my bone disappears and leaves no options in the Object Properties rotate : "#QNAN". I can't delete this option as it keeps returning. Is this pose scrambled or do I need another option?
Last reply by robcat2075, -
- 7 replies
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I have a model that I am applying contraints to. Logically, when I create an action to test it should only show 1 pose as there is only one pose in the project/model. However, there were other poses I deleted and I think the project or model is somehow remenbering them and applying constraints. Or it could be Gremlins....I tried creating a new project and loading the model but the problem followed the model...... Attached is a screen shot showing 3 poses turned on, I do not know how to determine which pose is the right one as turning them off A - B - C has no effect on the action. Anyone encounter this before or have suggestions? Thanks, MANY_POSES.bmp
Last reply by UNGLAUBLICHUSA, -
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Hello - I am creating a character for a client, which I actually cannot show, so hopefully this makes sense to someone. I created him, added a rig, did the smartskinning and pulled the character into a choreograph. When I select the hip bone and move the character up and down (bending knees) it has an odd movement - the lower body seems to sit there, while the upper body moves down and goes into the mess of the lower body - kind of a delayed reaction (when I render it, it dows the same thing). When I select the hip bone and move it up and down in a chor or an action, the body almost acts like a soft rubber ball - stretching and squashing... this issue has never happene…
Last reply by flashawd, -
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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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Is there a way to create targets (like the nurbs curves in the pic) instead of bones?
Last reply by robcat2075, -
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I'm in 16b. My goal was to translate one null(NULL 2) to a second null(NULL 1) using the "Translate to" constraint. But I also want the child null to remain in it's original place. So when I apply the "translate to" constraint I make sure the "Compensate button" is pressed on. However.....Null 2 moves to the position of null 1 even though compensate mode was on. I tried this in an On/Off pose. Anyone else get that result?
Last reply by robcat2075, -
- 3 replies
- 776 views
Why do nulls rotate differently than bones? If I rotate a bone in the x axis the z rotation stays the same all the way around. If I rotate a null in the x axis the roll handle flips from 0 degrees to 180. Is there something I can do to make this stop? I wanted to orient a bone like a null because the null is easier to select but when it flips the z axis it screws everything up. I also need to be able to manipulate the roll handle so locking out the z rotation is not an option.
Last reply by 3DArtZ, -
- 3 replies
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Hi, I was studying the face rig portion of the squetch rig. Hat's off to David Simmons ! However, I noticed a translate relationships are applied to NULLs (as shown in the attached screenshot). Can someone tell me how's this done? How a translate relationship can be applied to a NULL, such as when the NULL is animated a pose or a muscle animation is done. Like in the FACE RIG? Satyajit
Last reply by satyajit2000, -
- 3 replies
- 690 views
Rigging my Jetwasp model I've got all the bones in, figured out what control bones I needed and in an Action window I created the necessary constraints. Testing in the Action window everything works great. But when I bring the model into the chor, the constraints aren't available. In User Properties I turn on the pose I created in the Action window (probly did something wrong at that step but I can't tell) with the constraints, but they won't activate. Maybe I'm working in the wrong window? Where exactly should the constraints be created, in a Pose? A relationship? They're not extensive and I don't mind doing them over, but I need to know the *right* place to create…
Last reply by Gerry, -
- 10 replies
- 943 views
i have some models i made and some that i edited can anyone rig them for me ?
Last reply by Symbiot2006, -
- 6 replies
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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, -
- 4 replies
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Greetings, It's been a few years since I rigged anything - I'm wondering what the difference between the 2001 rig - last one I used - and the 2008 as well as the tsm2 rigs are. Also, are there new instructions for the various rigs? I thought I saw an illustrated rigging walk-through (using thom?) the other day but can't find it again. Any points in the right direction(s) would be much appreciated. Thanks, Douglas
Last reply by mouseman, -
Here's a new rig I made based on the 2001 Rig and the rig used on Jeff Lew's dvd. Parts taken from the Jeff Lew rig are the ways the contraints are set up (no hinges or bicep orient bones etc.). It also has the Steady relationships from the 2001 rig, and it has the very cool heel setup that 3DArtZ came up with. Let me know if you like it or if you don't. Anyway, here it is if anyone wants to try it out: *note: it doesn't have any relationships for the fingers, only the main rig. New_Rig.mdl
Last reply by Rodney, -
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Hey Guys! Playing with V18E got me to this: I make a simple model, like a tube (simple circle extruded 8X) and I bring it into an action. I want to make a New Distort in the action to bend the tube, so I rt-click on the action and choose New Distort. I now notice that a new object has been created in the Objects PWS and an instant of it is in my Action... but if I go into muscle-mode to start deforming the distort-mesh, my tube-model remains unaffected. I see that there is a 'target' pull-down in the distort action object's properties... but it seems to be unable to select anything. How can I get this to work?
Last reply by John Bigboote, -
- 1 reply
- 933 views
I have dynamic constraints turned on but the results, when rendering with Netrender are terrible (obviously since each render node does not know where the 'position' of the dynamic bone is from one frame to the next). Is there a simulate or 'bake' option? Cheers
Last reply by markw, -
- 10 replies
- 517 views
O.K., Lets see if I can stump you guys & gals. I have for better or worse created poses (relationships) in Version 13.0J (the newest one). Can I combine the attributes inside (Eulers, orient like, etc.) into one folder / pose that I can then import into a choreography. Or do I have to add each one individually - or re constrain? Enquiring minds want to know. Thanks
Last reply by UNGLAUBLICHUSA, -
- 5 replies
- 737 views
Hey anyone that feels like helping here's a model I made of a monk, and i'm getting about ready to rig him up, the mesh still needs some work, though. a couple specific questions about rigging this guy: 1. I've been making skeletons from scratch- would it be a good idea to just put the 2001 skeleton on him and then change some things? 2. Is it possible to just add simcloth to the hem of his robe and the ends of the arms? 3. this guy has a tongue. so far it seems pretty impossible to rig that thing. 4. I noticed on the troll model that comes with A:M, he has a chain around his neck- and it automatically secondary animates itself. My concern is w…
Last reply by c-wheeler, -
- 3 replies
- 715 views
I have eyes with a bone each ,and a aim at constraint to a null.I can do this in an action ,a chorie action but its not permanently there ,if I do it in a pose and have it switched on is there a way to keep it perminantly on instead of having to go to the pose sliders every time ? thank's for your help anyone
Last reply by 3DArtZ, -
- 0 replies
- 383 views
Alright. I am rigging a paper cutout guy--his torso and face are paper, and his limbs are wire scotch-taped to the body. I'm now rigging the guy, and am having problems with the "paper" of the body. If I try to get the upper, taped parts of the wire limbs to move, and have the paper (and, by extension, tape) follow, the tape deforms at a different rate than the paper, and tends to go through the body, rather than follow along nicely. I've tried various mesh rearrangements, bone assignments, &c., to no avail. (You can see from the visible skeleton pic that I've tried to different leg riggings--the left leg has a long bone that goes to the top of the thigh-wire, includ…
Last reply by someawfulbridge, -
- 4 replies
- 512 views
Hi, I've always had a bit of a problem with the placement of the shoulder bone. With the pivot of the shoulder and arm on one end and the pivot of the arm on the other its placement is important. Trying to match actual shoulder/arm motion with my model... the first little 'got you' is that most others (and everyone with the Squetch rig I've decided to use) always seem to model and rig with the arms out but the shoulders down -- i.e. with the shoulder bone completely horizontal. So okay, I'm going to do the same. Seems to me that you must figure out what two pivot points will work in all the positions of the arm. I've attempted to do just…
Last reply by itsjustme, -
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It ought to be possible to have two separate bones Aim At each other because that would not be a true circularity. But A:M doesn't allow it. hmmm...
Last reply by Rodney, -
- 11 replies
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I've created a MultiD Relationship using Holmes' excellent instructions and tutorial, for the purpose of controlling the opposite movements of the mouth corners in a face rig. It appears to have gone fine, except that when I open the model in an action or chor, the controller null is rotated slightly (though in the rotation settings they're all zeroed) and grows to enormous proportions, i.e., the r, g and b lines that radiate from it are like six feet long. I can post screenshots but I wanted to ask about it first in case there's some generic explanation. I'd also be happy to post the project file. I'm tempted to just delete the relationship and recreate it from scra…
Last reply by Gerry, -
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- 58 replies
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I have finished the "rough draft" of my Warhawk BattleMech. This is the upper body portion. I put the following bones in Here is the PWS showing the relationship of these bones But when I try to move the lower arm bone (we would call it a forearm bone) all I can do is rotate it - but I want to translate it to move back and forth - either extending or retracting the "hand". Here is the lower half It will require a "chicken walk" I have looked at the Technical Reference, ToAM manual, the 2000 A:M manual, the "lets take a walk" tutorial, David Rogers book, ... Thanks so much for all the past help.
Last reply by robcat2075, -
- 12 replies
- 1.2k views
I need some help with some rigging experiment please. I have set up a model for a moving background. The idea is to use it for speedlines or a lift going up and down without moving the person in the foreground. So I constrained the first bone of the model of the lift to a circular path and also to a aim roll at constraint to a null in it`s middle, in order to have it always point in the same direction while circeling. The model itself is intented to fill up the circle entirely lateron.( not finished yet) Each segment has its bone which is attached to its parent bone in a chain. I would like the first bone segment to drag all the other boned …
Last reply by jakerupert, -
- 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, -
- 3 replies
- 264 views
I manually weighted the lo-res model. Transfer_AW interpolates those weights to the hi-res model. I tweaked just a few CPs after Transfer_AW's result.
Last reply by detbear, -
- 1 follower
- 10 replies
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David after the rig is installed, what bones are actually tied to the cps of the mouth, and eyebrows? I have been playing with muscle poses but I wanted to play with all aspects. and are any of the pose sliders and face interface tied to any of the bones for the pose? Steve
Last reply by Shelton, -
- 0 replies
- 585 views
Can A:M do motion tracking for live video? I am looking to do the kind where you place the dots on someone's face and match them up with a 3D prosthetic/morph or place an object on the ground and use it to "stick" a 3D object at that spot in a video. If it is possible, are there any tutorials for it?
Last reply by LordPython, -
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- 29 replies
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I added key blips to the motion arc tracker. This not only allows you to see the keys in regular shaded mode, but it also lets you see them when the tracker is not selected. This makes it practical to have multiple trackers in the scene, assigned to different joints. The color of the markers is set by the surface properties of the model. change the diffuse color for each copy of the tracker in your scene to make it east to distinguish between arcs. edit: original thread here Edit: Newer version further down this topic arctracker.mdl
Last reply by Rodney, -
- 2 replies
- 1.8k views
A thought occured to me. AM has been using the same ol' yellow fella forever now. I'm just curious would it be possible to create a morphing rig? One that could be rigged to change shape and apperance. Fat, skinny, tall, short....change eyes colors, hair styles (helmet hair)...something like that.
Last reply by robcat2075, -
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- 1 reply
- 781 views
I have attached a model of a cartoon camel that I'm hoping someone can shed light on regarding rigging (especially where the legs attach to the stomach). My knowledge of rigging is very limited - though I have spent some time playing with constraints more experimenting is obviously needed. I'm at a point where I don't know how to proceed. Please take a look at the model and reply with comments and suggestions on how I might continue. Thanks, Chris. Camel_07.mdl
Last reply by jamagica, -
- 15 replies
- 3.1k 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, -
- 1 follower
- 9 replies
- 1.1k views
Hello all, I was wondering what is the best way of modeling the eyelids when first creating head. I want to create enough CPs for animating the eyelids, but not too much that the model becomes complicated. Can anyone direct to some examples I could look at? Thanks
Last reply by GraphicAnime, -
- 1 follower
- 4 replies
- 583 views
Maybe I'm crazy (ok I am) I am constructing models for a new HD film I'm working on that has 30 SFX shots. I was working on a space capsle from which I started Making the parts, Body, Door, Window, hatch, and four chrome vents. Once I made the peices I went to create a new model imported all the parts and were able to assemble them. Their properties were saved. What was chrome still was, what was black still was. Here I thought I was starting to get the hang of it. Groups created automatically as I imported the model parts and kept their name as well. I composed the snowy scene where the camera moves up a cravas and we find this Alien pod (looks really good b…
Last reply by KenH,