A:M Rigging
Rigging & Relationships
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Sometimes, after you have done some CP-Weighting or Smart-Skinnning, you will see splines that don't want to smoothly interpolate through the CPs, like this... The simple fix is to force a Save on your project or model. The splines will behave properly after that.
Last reply by Tore, -
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- 4 replies
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I have been using a modification of the skeleton 2001 for several years. The only problem I see often is the 'snapping' that happens when an IK target (say, a Hand Target null) gets a little out of reach of the limb, and back. This little movie was intended to show a hand rig, but there's this little snapping with the forearm. http://www.moscafilms.com.br/temp/hand.mov I took a look on A:M sample models, and I notice this snapping is present too. Maybe some user with experience in rigging got rid of this? I could use some help.
Last reply by Rodney, -
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Yo Before I get started, I'm gonna mention that I'm only on AM 2004. I'm trying to set up a bone system similar to thom's balance posing, in his legs. Simple mesh, simple bone system. If anyone knows Thom's leg setup, even better. Basically I have the basic thigh-down mesh controlling bones (thigh, calf, foot, etc), which I'm trying to add at foot/leg-controlling null to. The null is placed at the ankle, and I've added the same bones that Thom has: the thigh aim, knee rotator with rotation limits, and the thigh orientation bone that is supposed to keep the thigh stable and most importantly FACING FOWARD. The first of the three is constrained to aim at the foot…
Last reply by Overcast, -
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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, -
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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, -
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Hello, I'm getting a funny error message when using TSM and positioning the bones prior to assigning the cp's..... I'm in translate mode, and I'm hovering the cursor over the manipulators, and I get the error: Model1: error loading string: -1 What the heck does this mean??
Last reply by luckbat, -
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This is a branch off of John (aka Pitcher)'s topic about exporting rigs as I don't want to take that one off topic. In that topic I was exploring the thought of using Named Groups to drive Control Point assignments to rigging. To be honest I thought this was a really old methodology but in my review of the exercises from TaoA:M etc. I can't find any reference that actually uses that approach. I ran a few tests and in my effort to explore more deeply (exploring the idea of having image settings drive CP weighting) ran afoul of using features I've never used before (resulting in a crash to the desktop). Ah, now we are getting somewhere! So this topic is a p…
Last reply by John Bigboote, -
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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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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, -
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If I have several bones that all need to orient like a parent bone, can I group them somehow to only have one orient like constraint instead of having an o/l for every bone?
Last reply by Rodney, -
- 4 replies
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I have tiny - weeny problem... I know that this is not a bug, it is a feature (which I have been using quite often - my teeth animation on the last animation contest is using this feature) I have made and attached a little comic strip with the explanation... This is the problem: I want to seriously reconfigure my character with the pose (Think Hulk - like transformation, which I want to show more than once in the animation) Reconfiguration includes growing of some bones (and body parts around them) and their children bones, and also shrinking of the other bones (and their respective children)... Also, I will do quite a lot of CP pushing within that pos…
Last reply by trajcedrv, -
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How do I go about rigging the bones in a hand gun model so that the chamber slided when the gun fires and is cocked? I can't seem to get the bones right....
Last reply by Kaijin, -
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I have a gun, with detachable magazine and 10 rounds each round made up of the Cartidge and Projectile. Since I want to animate the gun, I cannot parent anything (or can I???) so how best should I 'join' all the parts yet make each part animatable (independant) when 'fired'. At present I have them as a single model each with their own bone - no parent. Cheer
Last reply by higginsdj, -
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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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- 7 replies
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I've noticed that the hand lock pose for the knight orients the hand bone like the steady arms bone and keeps the hands pointing in a specific direction while the rest of his model moves and bends around. I'd like to use this to help keep the knight's hands planted on the rungs of a ladder as he climbs it, but I can't seem to rotate the hands to any position other than straight out from the body (-X/+X) once the hand lock is turned on. Turning off the "Store Roll" option at least allows me to roll the wrists. I'm thinking there must be a way to get these useful poses to work like they should but my tinkering with the hand lock relationships so far hasn't been entirely fru…
Last reply by SplineSoup, -
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I have installed the 2001 rig in a model, courtesy of the tutorial in TAO. However, when it comes to installing the hand rig that controls the fingers, The tutorial stops. I understand that the rig for the hand controls the fingers curling and so on ? Is there a tutorial or info somewhere that can explain how to install those controls as I would like to have the figure play the guitar ? Thank you in advance. regards simon
Last reply by Simon Edmondson, -
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- 604 views
When a rig is installed into a new character model, there are usually lots of constraint compensate offsets that have to be reset so that bones do not move when the model is put in an action or choreography window. For very complex rigs like the Squetch rig, resetting all these offsets can be an extremely daunting task. You have to switch the poses first to particular modes before adjusting a constraint's offsets, you often have multiple constraints on each bone and so you may have to set them all to 0% first. You can easily make a typing mistake when you a returning the constraint back to its intended enforcement percentage. In the case where bone has two identical …
Last reply by rickh, -
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Hello, I am trying to use models using the rig "steave headgizmo V2" on the V17 or V16 version on win.64bit. but "CEyebrowsCentre, CEyelids, CMouth and CCheeks" no longer work. Do you know what is wrong with this rig in V.17? What needs to change to make it work again?
Last reply by Malo, -
- 1 follower
- 2 replies
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Hello. I am just getting back in Animation Master. I am feverishly looking for a face rig with mouth poses made by Shaun Freeman. I am sure it was on the last version of Animation Master that I bought in the early 2000's. It was either on the Cd with the Wookie or the Orangutan. I know I have the rig but I just can not remember the name. I still have the video Shaun Freeman made to demonstrate the rig but no name for the rig it's self. The reason I am looking for it to make a video demonstrating Jason Osipa's method of using lip shapes to sync to sounds. Also the spinners used in other 3d animation software are too small to work with when doing lips sync.The large sliders…
Last reply by yardie, -
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Is there any one who is good at rigging models with bones and adding the ability for them to use lip synch. I have a turkey model that i made and every time i so stuff the body doesnt do stuff like i want it to. I am only 13 years old and have 2003 i think. I am not stupid but it just doesnt like me. My computer is also very bad and doesnt work when i want it to so if anybody has time could they please help me or i can post the model on here as soon as i can. Yeah ill do that but if their are any rigs for a turkey or a bird like that could they upload them or somtehting because i am goin to use it for a video on Thanksgiving.
Last reply by 3DArtZ, -
- 7 replies
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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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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, -
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Hi all, Is it possible to hide a distortion box? I have attached some bones to a distortion box and would like to see only the bones and not the distortion box when animating. thanks, Luca
Last reply by robcat2075, -
- 4 replies
- 817 views
what are hindge bones and what constraints are applied to them. thank-you
Last reply by sydtocreation, -
- 3 replies
- 581 views
I was wondering if anyone might know where the video with Homer Simpson getting rigged and put into a walk cycle might be? WAYYYY back when I got AM 2002/2003, there was a nifty little .mov file or somesuch that had (I think...my memory's shadey) someone rigging Homer with a walk cycle at (I believe) a Siggraph. My wife's a GREAT 2d artist, and I'm trying to push her into AM. If I could find that video, that would be sweet. I could be wrong. Maybe it wasn't a d/lable .mov, but I thought it was. It was pretty short and sweet and demonstrated how easy and quick you could animate with AM. I peeked through the FTP site, and didn't find it, but I didn't d/l ev…
Last reply by lafnjack, -
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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, -
- 6 replies
- 957 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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- 5 replies
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So I've made a cog in an action window. It seems to work. Now I have to make a new pose and somehow add the relationships I just made into the pose....but I can't seem to figure out how to do that... can someone lay out the steps?
Last reply by Scottj3d, -
- 5 replies
- 976 views
I'm trying to get an animation into a competition by March 8th, but it might be an impossible task. I only just bought the program a couple weeks ago. What I need to be able to do is pull the arms, make them stretch, then pop off the body. The only thing I can think of is to have two different models, one with the arms on and one off, then just switch models in the frame that his arms come off. Will this mean I'll have to rig the arms twice? Should I use the 2001 rig? Ugh, not really sure what to do here, and time is of the essence.....
Last reply by pleavens, -
How is rigging done?
by Guest SandGroper- 2 replies
- 535 views
is control point weighting a tool or is it done in a classical method?
Last reply by mtpeak2, -
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This is a question for those who do quite a bit of rigging. I was imagining an interface gadget that would assist in apportioning weight percentages. Currently we type in values in the Edit CP Weights dialog and we try make them always total 100%. If a set of CPs had only two bones (A and B ) associated with it, A:M could show a slider that would adjust the weight from 100% A, 0% B on one end to 0% A, 100% B on the other end. If a set of CPs had three bones associated with it, a linear slider wouldn't be sufficient. A triangle shaped gadget could represent all the possibilities however. If your control was at position 1, that would indicate ne…
Last reply by HomeSlice, -
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- 517 views
I'm thinking that if I enable "show more than drivers" on a character, I oughta be able to animate the enforcement or the limits on a rotational constraint from the chor, instead of having to make a permanenet change in the model file of the character. But it doesn't look like I can. Can I?
Last reply by robcat2075, -
- 10 replies
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Hi, this is a more or less advanced question, but maybe someone can give me a hint in the right direction. I am setting up a simple own rig in a percentage pose. (I think it ineeds to be one to be able to blend between the two states... My simple IK-Chain-Setup (an Arm or something) contains of two bones in a row, a null-aim at the end and an elbow-aim-bone. I use an AimAt-Constraint to point the upper arm at the elbow aim and a IK-constraint to point the lower arm at the IK aim. This works. But now the tricky-part: How do I blend those Constraints that they will blend the motion and not just pop into position on a higher enforcement-level thatn 0%? …
Last reply by mtpeak2, -
- 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, -
- 9 replies
- 195 views
Hi , I like to constraint a null within a certain distance from another one. It should be free to move within that spherical space. Are there any ideas how to accomplish it with the available constraints?
Last reply by robcat2075, -
- 4 replies
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Hello All, I can't seem to delete some pose sliders that I want to get rid of. I went to "Relationships >>> User Properties Relationships" and deleted the relationships there, but the sliders still show up when I insert the character into a chor. I saw another post on this but the method didn't seem to work. Version 10.5r Thanks! Brian
Last reply by MATrickz, -
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Hello, Is there anyone who knows how to do with expressions to size a bone between two nulls? thanks in advance. Malo:)
Last reply by John Bigboote, -
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- 685 views
Just like the title says, how would one go about assigning a skeleton to the mech? I tried assigning the Thom model to it, but the mech has a lot more complicated parts to it, so it doesnt work very well at all. Any insight into this would be great. ~Bryan
Last reply by dotcommer, -
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- 3 replies
- 1.5k views
When I animate I almost all the time select a given bone and then click “rotate mode” and rotate that bone into position. I therefore find it a problem in A:M that the moment I let go of the bone, the mode selection jumps back to “Standard Mode”, instead of staying in “rotate mode”, ready for the next rotate action (or in any other mode apart from standard mode for that matter). I wonder if there is a workaround or a preferences setting I have overlooked to make the mode buttons stick, or if this is a candidate for a feature request?
Last reply by robcat2075, -
- 2 replies
- 2.3k views
I have somehow managed to move all the bones in a model down ,I need to kno how to move them up again thank,s for any help
Last reply by steve392, -
- 2 replies
- 966 views
Hi guys! I forgot how to move full branch of bones in a bones mode? (like if you would like to place all bones in left arm move 10 inches downwards) I really hope someone could help me. Thank you in advance :-) Dusan
Last reply by kikiriki, -
- 13 replies
- 1.8k views
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, -
- 4 replies
- 687 views
i posted this in the newbies section, but got no response, not to mention barely any views. so, i'll try posting it here. so again i ask: does anyone know where i can find some (or at least one) tutorial(s) online about how to squetch rig a model in AM: 2004?
Last reply by itsjustme, -
- 1 follower
- 5 replies
- 933 views
I kinda went overboard on modeling the FW190 from our excercise and want to rig the landing gear to fold up into the wing. I have never done any rigging and am not sure how to approach this. I've already assigned a bone to the landing gear assembly and have even got it to fold up into the wing. The problem is that the assembly not only needs to rotate up, but it also needs to twist a little bit along its vertical axis at the same time. Would two bones controlled by a parent bone do the trick? Can this be done with one bone and a couple of constraints? Any help is greatly appreciated. This is a link to movie I threw together to show what I mean. It's got so…
Last reply by Eric2575, -
- 18 replies
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I've got much to learn about rigging. I've learned a lot about constraints and relationships by developing a tree-growth animation rig (another topic later perhaps). Here is a simple character that poses (pun intended) a bit of a challange (to me anyway). He's a spineless little fellow--a Marshmallow! Basically a head with arms and legs... I've worked out rigging the face controls and I've experimented a bit with just one of his arms to learn about fan bones, Smartskin, CP weighting, etc., especially to make the shoulder behave. There are some specific challenges that come with having no hip, spine, and torso. Since he has no waist or neck, his wh…
Last reply by williamgaylord, -
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- 11 replies
- 2.1k views
I have been modelling the B9 robot from Lost In Space over the past week or so. I was wondering if anyone would have any ideas on how to best rig his arms? If the arms were strictly mechanical in nature, than that wouldn't be too much of a problem. But since his arms were essentially flexible ducting with a human arm inside, it was very flexible in nature. It could be fully extended or retracted, and when extended could move around with total freedom. Any ideas or suggestions would be greatly appreciated. Below are some pictures of his arms in 'action'. Thanks... Al Extended Arms Retracted Arms Arms Extended Straight A…
Last reply by Tralfaz, -
- 2 followers
- 11 replies
- 1.3k views
Hi folks. I'm working on a digitigrade character - a bird-person who stands on their toes as birds do, rather than flat on their feet as humans do. In effect, the knee is further up the leg, and the ankle acts as a reverse-bending knee. Look at the leg of a bird or hind leg of a dog to get the idea, if this description is unclear. If you want to see the model in action, a short 3Mb anim of it dancing can be found here: http://www.chromatic-dragonfly.com/newljst...imbusdanceB.avi Anyway, the model's been rigged using Eggington's 2001 rig, very similar to the one on the Hash 2002 (v9) CD. With some adjustments, the legs work ok, but the problem is that the nulls that …
Last reply by 3DArtZ, -
- 4 replies
- 812 views
I have an old model I want to move all the bones down a touch as theye or the model has been moved .How do I select all the bones please
Last reply by steve392, -
- 26 replies
- 1.7k views
So yeah, I'm trying to get at least one character done and out of the way for ELZ, however, I have been trying for days without ny success to rig this character. I modified the GenMan body found on the AM extras CD, and used the 2008 Rig to rig it. Except things just....don't work. I can't describe, and using pics would be useless, so here's the model, and someone please give me some pointers on how to not make things bump, twist, distort and mess up please. Zeroheadtest2010.mdl
Last reply by Darkwing, -
- 1 follower
- 5 replies
- 700 views
Greetings all, I have been rigging my character with Barry Zundel's tutorials, I am using version 15e on a iMac. I opened the model with a text program, replaced all left with right; somewhere with combining the 2 models together the relationships (left) did not come in. So when I flipped my left side rig and created my right side the way he said all my relationships became all 'right' none of the left came into the new model. Now my question is there a way to bring in all my left side relationships from the old model into the new model relationships? Copy/paste.....Drag-n-drop... ??? Any suggestions would be great so I don't have to go through that process again.
Last reply by Walter Baker,