A:M Rigging
Rigging & Relationships
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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, -
- 18 replies
- 2k views
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Last reply by Rodney, -
- 2 replies
- 689 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, -
- 13 replies
- 872 views
Is there a way to set a switch for turning a relationship on and off in the chor? Cory
Last reply by cory, -
- 7 replies
- 1.5k views
I made a simple auto walk rig. You just load it into an action, constrain the hips to the hip null, and feet to the left and right nulls respectively, then drag the main bone and it walks. You'll probably have to scale your character down to fit it thought, as for some reason I only made it with a 50 cm stride. The only caveat is that it only works in the z direction right now. If someone smarter than I can figure out how to make it work in X as well, we'll have something. Here tis, Cory Oops I dont' seem to be able to attach the file...duh
Last reply by cory, -
- 7 replies
- 929 views
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, -
- 28 replies
- 2.7k views
I have made a WOTW tripod modal that i want to use in a fan film but i cant get the rig i want on it it has a rig already but its not the one i want i want it to be like the 2001 rig but with a tripod not a biped and a easyer way to animate the tentacles but you don't need to do the tentacles if you don't want to but yes i would apreshiate it if one of you could rig my tripod here's the modal [attachmentid=14885] tripod3.zip
Last reply by cuboos, -
- 2 replies
- 803 views
Hey, So I'm wanting to make it so that when one bone is moved, say, up or down in the Y axis, another bone moves the same(or a relative) distance in the X or Z axes. Move like doesnt work, and I've evn tried reorienting the bone coupled with the percentages in each respective axis (if that makes ANY sense). Either way, I think this would make it terribly easy to make a model lean one way to fix balance when it lifts it's foot- constrain the head bone to move in the x axis when a foot is lifted, which will in effect 'lean' the whole model to the one side. Any ideas? I feel like i've gotten it to do every other thing under the sun except this one... hope thats fo…
Last reply by robcat2075, -
- 2 replies
- 827 views
ok i'm doing a project at school,i'm making a movie for dna.this would be my first "real" movie,i nomraly do picture for projects.anyway,i have a problem the paths around the atom only go around once.And when i change the screen time the same thing.how can i make them cycle so i can do every thing else. btw is this in the right place
Last reply by the_black_mage, -
- 4 replies
- 847 views
Another "useless" useful trial [attachmentid=15746] [attachmentid=15747] lights.mov lights.zip
Last reply by NancyGormezano, -
- 1 reply
- 568 views
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, -
- 12 replies
- 1.5k views
Hi All, OK, I worked up this tutorial on how to model and animate a simple piston assembly like in your car or something like that. This is not an exact setup but simply uses an "aim at" constraint and then uses keyframes for the animations. I might work one up using expressions or a rig...we'll see. Simple Piston Tutorial OT: It's funny when you listen to yourself recorded because I sound ridiculous at times...losing my train of thought...going off on tangents, but hey...isn't that how it always goes when your doing 3D? Cheers, Eugene
Last reply by cuboos, -
- 2 replies
- 747 views
I've got an animated computer whose "hand" is her mouse. The mouse and the cord are directed around with a series of 5 bones (and a null at the end for small objects to constrain to). For the most part, the arrangement works ok for me. However, sometimes I'd like her to make a motion like moving the mouse in a straight line or trace a circle in the air. This has proved to be very difficult. I've tried having the end bone follow a path, but unlike when I'm modeling, the rest of the don't follow along. The results can be called bizarre. Alternately, I've positioned the bones at the start and end points of motion then tried to make keyframes in-between so the …
Last reply by ArgleBargle, -
- 4 replies
- 915 views
I am trying to teach myself to rig a model. I have been using a combination of tutorial #13 and the dojo bot anatomy tutorial ( http://www.museoffire.com/Lyceum/Dojo/Tuto.../Anatomy/T0.htm ) . The dojo anatomy tutorial built the skeleton from scratch. I wanted to avoid this so I imported the 2001 skeleton and installed it following the #13 tutorial. Once the skeleton was installed I followed the Dojo anatomy tutorial for the spherical constraints. Then I tried to follow the Declaration of Torso independence. I can't get the Translate to constraints to work. I understand the pelvis bone in the 2001 skeleton is upside down compared to the skeleton from scratch in the…
Last reply by jnord71, -
- 4 replies
- 958 views
Sorry the file as a QT was too large changed it to wmv file about 7megs instead of 30 http://johnl.inform.net/images/decalposetut.wmv okay here is a qt but its 9megs http://johnl.inform.net/images/decalposetut.mov both versions available for now
Last reply by cuboos, -
- 6 replies
- 1.2k views
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, -
- 2 replies
- 641 views
Am I imagining this or is there a setting somewhere which allows a preroll for dynamic bones before frame 0? Maybe the preroll setting was just for particles. Not sure.
Last reply by Paul Forwood, -
- 4 replies
- 854 views
Hey all, I'm crossposting from the same topic on the SDK. What I'm trying to do is apply a Constraint (well, an Expression would be ideal) onto a bone inside a Pose. The RelationshipSample shows how to make a pose and rig up some properties there, but I can't figure out how to actually apply the Expression. My first attempt had me walking through pointers with this code (assuming the HModel hm comes from editing the Pose): HEulerRotateDriver *qrd = HEulerRotateDriver::New(); HFloatDriver *hfd = qrd->GetZ(); HBone *grabbone = hm->FindBone("Bone1"); HTransformProperty *tp = grabbone->GetTransform(); HRotateProperty *rp = tp->GetRotate(); rp-…
Last reply by 3DArtZ, -
- 1 reply
- 835 views
I am in the process of rigging these legs and would like to know how to make the joints move like a jacknife. I'm thinking I need to use a euler constraint and only allow the leg's to move on the Y axis. I've never been too good at rigging and plan to have IK off if I attempt to animate it or position it for still's. There will be a ball type swivel at the point where the leg's attatch to the thorax but that will be the only part that "swivel's". The leg joint's themselves as stated, I want to fold like a jacknife so that the part's dont "pop" out of the hinges. I've only added bones to the front leg's at this point for testing but also is there a way to copy a string of …
Last reply by itsjustme, -
- 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, -
- 6 replies
- 1.2k views
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, -
- 18 replies
- 1.6k views
Can anyone explain this to me? Two bones, siblings of each other. the left one is "aim at" constrained to the right one, with offsets (so it maintains it's original direction in relation to the target bone) so far so good. but as I lower the enforcement of the constraint, the bone veers from its original direction, then snaps back right at 0% You can't say it was returning it's original direction, it was there already. Is this a feature or a bug? And if it is a feature, what purpose does it serve? Is there a workaround? constraintmovement.zip
Last reply by Maszie, -
- 1 follower
- 6 replies
- 827 views
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, -
- 6 replies
- 877 views
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, -
- 4 replies
- 822 views
hi all, i have a question. i have a model with two poses (pose1=percentage, pose2=percentage). now i created a pose3 with pose1=100 + pose2=100. now i want to make pose3 absolut, i mean i want to bake pose1+pose2 in pose3. is it possible? when i grab all the cp´s and move them back and forward then i get a relative position of pose1 and pose2, but i want them absolut. what about bone poses. can i bake the cps from that bones? please help.
Last reply by itsjustme, -
- 0 replies
- 516 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, -
- 6 replies
- 798 views
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, -
- 1 follower
- 4 replies
- 913 views
Hi Splinerz, I have a problem with my Character ... I've animated the whole time with FK an now I need IK I placed a Null Target into the Chor ... then simply ad the IK - Constraint to the Bone and as Target the Null Target ... but now the Bone is snapping to this Null Target ... I tried to animate the enforcement ... but this is not working ... the bone is still snapping to this Target ... so, is there some way, to solve this problem and get a smooth transition? I can remember, that I saw a Tut on it long ago ... but can not find it at al THX Marcus
Last reply by Maszie, -
- 1 follower
- 2 replies
- 682 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, -
- 1 follower
- 4 replies
- 836 views
Here's the dilemma, I thought it would be fun to add a tail to my recent block rig character. It seemed to work very well in the chor and when rendered to file using realtime shading. However the dynamics goes CRAZY when rendered to file in final shaded mode. Here are the examples. It is relataed to the Object Collision because there is no problems when it is turned off. I've tried several collision radius and bounce and friction settings, and most work reasonably well in shaded/preview mode when rendered or just playing back in the chor. PS, forgot to mention it's v12.0 s Collision Off http://renderwild.com/3d/no_collision.mov Collision On http:/…
Last reply by TacoBallZ, -
- 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, -
- 8 replies
- 1.2k views
Ok I am trying to set up a rig for a character. and there are a decided lack of tutorials on the subject. I do not want to use the HASH rig unless I know how to make it myself. I found the how it works page but that seemed kind of lacking. I would also rather avoid SmartSkin if I can at all help it as well. So any suggestions where a rigging N00B might find some advice
Last reply by fredfrid, -
- 1 follower
- 11 replies
- 1.1k views
Say I have three bones next to each other in a vertical arrangement. The center bone is the control bone. The outside bones have constraints of "orient like" with target center bone. Now, as you change the orientation of the center bone, the outside bones will follow. Swing center bone left, both outside bones swing left. Swing right, etc. How can I get one of the outside bones to orient inversely to the center bone? So when I swing the center bone left, one of the outside bones will swing left, while the other outside bone swings right?
Last reply by Eric2575, -
- 1 follower
- 0 replies
- 612 views
Hello, I hope this question can go here, it has two parts actually. 1) I have a character rigged with the CD 2001 rig plus fan bones and I found a web page documenting how the rig works, but it seems I have a sligtly different one? There are some pose sliders that set up all IK, IK feet only etc., as well as some control constraints in the documentation that I don't seem to have. I rigged with the 2004 CD, but the file looks the same on the 2005 CD too. Do I need to replicate these poses? If not is there more up to date documentation for the rig? I went to: http://www.eggington.net/Hash/2001RigDocs/intro.html Specifically, I made a separate peace with…
Last reply by sbk, -
- 3 replies
- 629 views
I created acouple of eye poses with sliders clicked edit relationship,although the points and and splines show in the PWS tree when I try to select them they do not become selected,Am I missing something obvious ,tried 12.0n ,11.1 PC/XP Any advice as always is appreciated
Last reply by 3DArtZ, -
- 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, -
- 1 follower
- 5 replies
- 931 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, -
- 0 replies
- 553 views
Hi Hashers! My new design: http://www.bee-s.com/~gggg/tut/bdc/bdc.avi Cdec Tech Smith (http://download2.techsmith.com/tscc/TSCC.exe) http://www.bee-s.com/~gggg/tut/bdc/bdc.prj http://www.bee-s.com/~gggg/tut/bdc/bdc.rar
Last reply by serg2, -
- 5 replies
- 801 views
Okay folks, maybe someone can help me understand this better or show me what I'm missing. What I want out of this is a chain that can be pulled taut as if pulling something. I also want it to appear like a chain when it's tension is released. I have a chain of bones that I have the last one in the chain dynamically constrained to a null. This is VERY similar if not identical to the third "Tech Talk" tutorial on dynamic constraints by Bob Croucher. Here's the rub. When I pull the null above the anchor (attached mov file) or try and straighten the null (as in the attached jpg) the chain starts to pull away from the null as if it's on a spring and not attached…
Last reply by serg2, -
- 1 reply
- 644 views
Let us say that..., I'm rigging..., "challenged." I am not going to remain so, a I plan on devoting much time to it in future, but for now I need easy solutions. So, I'm looking for some pre-fab' rigs that will work great. I used to have the setup machine, but I haven't kept up with the various versions so I don't know if that's the answer. Knowledge, anyone? Sterling
Last reply by kuep, -
- 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, -
- 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, -
- 2 replies
- 737 views
Rigging Masters - I have followed the Squetch rig development for quite some time and actually have some semi-free time to experiment. I can follow the installation instructions fairly well right upto the point at which we are to assign geometry to bones through CP weighting. Is there any material out there that I can look at or work through that would help me understand how to complete this task? Your thoughts and patience is greatly appreciated. Bill
Last reply by wwoelbel, -
- 1 reply
- 537 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, -
- 1 follower
- 5 replies
- 896 views
I have started rigging my first character and have run into some difficulties. I am a newbie so I am sure alot of the reason why there are problems is my lack of understanding. There are so many hidden bones in the AM 2001 skeleton and the new squetchy rig that I am sure this is a great deal of my stress. I have purchased TSM 2.0 and have had reasonable luck with it. But I am the type that wants to understand the background of the rig. Are there any tutorials you could recommend? I have watched David Simmons, Shawn Freemans, and show some back bones tutorials. It may be the way I have modeled my figure that is causing some of the problems especially at the joints a…
Last reply by itsjustme, -
- 3 replies
- 658 views
Does someone have an idea regarding what is happening here? Here are the evidence and facts in the mystery... Three attached files tell the story: 1. Really Broken.prj --- Look in Chor and you should see just the red plate go around and the others moving but v-e-r-y s-l-o-w-l-y. 2. Working Action.prj --- This Chor does what it should: all plates go around the path of the tread. 3. Good and Bad Action.wmv --- Knowing how demos go, here's a video showing what I got. The catches: The project with the broken Chor was working at one time (even after multiple opens and closes) Both Chor's in both project files were built in an identical fashion. Lo…
Last reply by A:M Dave, -
- 4 replies
- 780 views
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, -
- 1 follower
- 62 replies
- 8.1k views
Hey guys, so, I've been knocking myself out trying to work through what I suppose is potential smart easy way to handle a pure on off IK/FK switch and as far as I know, it is currently not possible to do in software. But for anyone interested in killing a few moments to read here is the idea.... 1. have regular arm bones, shoulder, bicep, foream, hand. 2. have normal IK set up.... hash 2001 style. 3.have ON/Offpose called IKpose, where the IK constraints get activated. 4.have ON/Offpose called FKpose where the FK stuff gets activated.... basically just locking the bones but with this addition. Constraints that manuvuer the ik bones to exactly where they WOU…
Last reply by Dagooos, -
- 1 follower
- 8 replies
- 922 views
Is it possible to link a bone from one MDL file to another imported MDL file while retaining the existing rigging? I've been able import a model into another, but the imported model, in an action has to be positioned seperatly.
Last reply by rbjohnsn, -
- 8 replies
- 901 views
Okay, I just used the 'Squetch Rig', and before I go further, I would like to say that it is great, easy to set up and control. Now for my question. After I rigged my character up, I went to the action window to see how everything was working, and see what smartskin I had to apply, and this is what I found [attachmentid=11857] Now I know why the stomake is skinny, that is one of my poses, but what I don't under stand is why my models feet turned sideways, and why the arms detached from the torso (I didn't attach them in modeling, but did place them inside the torso) To give you a better Idea of what you are looking at, here is what the model window looks li…
Last reply by itsjustme,