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TNT

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Everything posted by TNT

  1. I like both styles. The first thing I notices is the stars do not move in the background. Maybe if the star field went by with different stars moving at different speeds so some look close and some farther away would add some feeling of movement. Like the bots a lot.
  2. I agree the TSM2 rig is the one that does do pretty much what I am looking for. I purchased it before it was free. A lot of this is for me to understand rigging. I get frustrated when I want a rig to have a little different articulation and can't figure out how it is built enough to try altering it. I figure if I build my own simple rig, maybe I'll learn enough to understand rigs like the TSM2. Then I won't be so locked in to what others have done.
  3. The spine I am most familiar with used three bones. One was the chest and two were the lower stomach area. With only three bones I had to do a lot of weighting of CP's between the two bones in the stomach, or, I had to find ways to constrain a fan bone between the two stomach area bones. The rig works and is certainly a great rig. I just wanted to make a spine that had bones that blended the twisting rather than quite so much weighting of the CP's. I'm new at rigging so this may be a complete wrong approach. I'm just trying and learning.
  4. What this is all for is an idea I had awhile back to make a stretchy spine that was constrained to a path. I've seen reference to it in a couple books "Character Animation in Depth" that Robert suggested a long time back and "Body Language" which is more oriented towards Maya but the ideas are good. I've struggled with the spines in some of the available rigs. They are great rigs but the spines just don't work the way I think I want them to. I may end up learning why they left so much of the articulation to be weighted and manually adjusted but I wanted to try to reduce my pain. I am also trying to make the articulation completely separated from the geometry bones. Basically so the geom bones can be simply "oriented like" the underlying rig but have zero affect on the controls. Thanks for the help as always, Here is what it looks like so far.
  5. That is what I ended up trying. I was hoping to be a little cleaner and save the extra bones but it works. Thanks,
  6. I know you can assign CP's to bones but can you use an expression to make a CP always stay at the base of a NULL??? If so I would appreciate an explanation of how to do it please.
  7. Robert's the TSM guru but I have had this problem and so have others when doing everything correct. This is a link to that topic. http://www.hash.com/forums/index.php?showtopic=32122 I hope it helps you find the solution. The one thing I do know is it has no adverse affect on the model. It's just annoying to look at.
  8. Thank you everyone! I love this forum! It was me by the way. I had set a channel for the Right_Lower_Eyelid_Open_Offset3 under both the Offset4 and Offset5 relationships. Thank you David for the tut on filters. That could be worth the price of the v15 upgrade all by itself.
  9. I have looked everywhere I can think and can not find how to get the slider to default to "0". I've tried setting it thru the "Edit Relationship" window. I have tried thru the sliders setting for default. I have deleted all Actions. It looks like all the others in the timeline and in the Relations of the PWS. Nothing will get rid of the 33% default on the one slider. I know it's me and not AM but I can't find it! Any ideas.
  10. He has personnality. It makes me want to see more.
  11. Great work guys! Love the song. Aaron was a hoot!
  12. TNT

    spine curve

    PERFECT! I need to test some more but the left hand works now and I think I am back in business! Thanks again Mark
  13. I have the Barry Zundel's Animation Master Training videos also and I agree, they are well worth the money.
  14. TNT

    spine curve

    Thanks Mark, I'll try that tonight after work and see how it goes.
  15. TNT

    spine curve

    With TSM2 I found that if I saved right after running Rigger, then restarted A:M and reloaded the character most of the text strings would appear properly. However they are just display names, and don't affect the working of the rig. Usually it's the word "Relationship", but i forget what 4386 is. I closed and restarted AM, then restarted teh model and it seems to have cleared up the most if not all the names. Thanks Robert,
  16. TNT

    spine curve

    Yes I did use the "Mirror Constraints". What is the proper way to mirror the constraints without "Mirror Constraints"? What do you suggest for me to get my model working right? Thanks Mark
  17. TNT

    spine curve

    Well I think everything is working now and the weights are all right. I have a small issue with the rotation of the fingers on the left hand not working. Only the pinky works. Not sure where this problem is coming from. Anyone seen this problem? The only other problem I see is in the "Relations". They have an error loading the name strings for the relationship. It does not seem to affect anything functioning. I recall seeing this error with the TSM2 rig when I got it and used it in v14c. Has anyone seen this in v15i with the 2008rig? I can probably correct it in a text editor with a little effort.
  18. TNT

    spine curve

    I don't understand but that seemed to make a big difference. I didn't check it because I understood that would make it ignore the opposite case. i.e. "Right" is search string with case sensitive ON would not mirror "right". I will give it a hard look and let you know if there are still any problems. Thanks,
  19. TNT

    spine curve

    Thanks for looking at this Mark. I have a couple pics below to help answer the questions. The bones I added are all below the MirrorBones bone. I ran the Mirrorbones plugin by selecting the MirrorBones bone, right click, and select the mirrorbones plugin. The fans are added before I ran the plugin as you can see in one pic. I actually have tried to complete all the weighting, smartskinning, fan bones, and relationships on new fan bones, all prior to the mirrorbones process. I was careful not alter, move, add or subtract from any relationships in the 2008rig. All mine are in a separate folder as shown below. I thought that way I would get everything on the left for free. (silly me) I saved the model before mirroring (that's the pic below) so I could return to a fixed point if there was a problem. I did not run the mirror a second time since the fans were all part of the RightHalf prior to mirroring. EDIT: I am using v15i if that has an impact.
  20. TNT

    spine curve

    The bones and CP weights seem to be pretty good for the RIGHT side now. I was continuing with the instructions for the 2008 rig to mirror bones and finish the install. Now I am getting strange issue and I don't know what I am doing wrong. The weighting for the CP's is not FULLY transferring to the Left side. The bones are mirrored and the CP's are mirrored, and the bone names are Right_*** and Left_***. Some CP's on the left are only taking part of the weight assignments. I used the settings from the 2008rig installation instructions to mirrorbones. Any idea why its not assigning to the weights for Right*** to Left***?
  21. TNT

    spine curve

    I have placed some dynamics on the lower pant legs, breast, and ear ring. The bottom of the shirt needs to have some natural follow that is not built in yet. The back of the shirt when bent is sticking out too far I think. The body portion seems to be close. Thanks for the explanations of why I need to change things.. They go much farther than just what to move to fix it.
  22. TNT

    spine curve

    thanks Robert. Seems You and David have seen the same errors. I'm not defending my bone positions but I would like to show how I placed them and get more of your feedback. I used a set of skeleton rotoscopes that I distorted to roughly fit her proportions. as you can see from the pics. Can you please help me understand where my thinking went off track? This is how I thought I could get good bone placement but if this is not going to work I am ready to learn. The "NULL" you asked about is the body null of the 2008 rig that parents everything but the "steady" and "balance" bones. I adjusted the back bone to what you and David suggested. It definitely helped. I added one fan bone to smooth and help put forwards a bit. I still need to work on the bottom of the shirt. What do you think?
  23. TNT

    spine curve

    You are always helpful. It sounds like you and Robert see some of the same problems.
  24. TNT

    spine curve

    I am having trouble figuring out how to weight CP's and/or add fan bones to make the spine curve and twist properly. I want to sqaush teh stomach more than I stretch the back and not compress the breasts vertically. I'm sure this is possible with the 2008 rig but I need some direction please.
  25. TNT

    CP Weighting

    OK, I think I found my mistake. After setting a couple of the constraints with compensate mode on, I adjusted the "start" point on the fan bone to make its swing arc more where I wanted. These were the bones with problems when I readjusted the CP weights. I think this makes sense when I think about it. If I move the start point the compensates will no longer be correct for the new bone orientation. Am I correct that would cause the kind of behavior I was getting? I want to be sure I know what I did wrong. I deleted all the constraints and recreated them with compensates again. Now the CP's don't move when adjusting their weighting in the action.
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