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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Posts posted by itsjustme

  1. I believe that's correct. Try this. In the Action, while the issue is happening (bend the arm until you get the problem), select all of the CP's of the model, right mouse click, select "Assign CP Weights", select one CP from the list you have, re-enter the weighting, hit OK, save the model and restart A:M. The problem should disappear in the Action window as soon as you assign the weight, but I don't think it will stick until you restart.

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  2. I'm currently working on an update for the Squetch Rig, but I don't have anything I can post yet. So, I'll just use another "Stay Alive" post. I've got some free time currently and more free time in a couple of weeks, so I should make a lot of progress.

  3. There was a Quickstart Expressions thread where I posted quite a few tutorials...I can't find it anywhere. The files are still on the forum in my list of attachments, but the thread doesn't appear to be accessable, The tutorials were also on A:M Films...which is a!so not accessable. I have them and can repost them if needed.

  4. The nulls have translate limits on them in the "Animation_Controls/FACE Interface/Constraints (do not touch)/Face Control Constraints" Pose. They control Pose sliders using Smartskins, so I'm not sure why you would want to be able to move them outside of the interface boxes. If you do that, you will need to edit the Smartskins to support the changes.

     

    Hope that helps, Rusty.

  5. I haven't seen that issue, Mark. I have had problems with using the eye-dropper to select a bone after the first attempt though...it just won't do it for me for some reason. It works when the eye-dropper automatically appears when adding a constraint, but, if you pick the wrong bone and then try to correct it, it hasn't worked for me.

  6. I started setting up to do the installation videos and it got late on me...so i'll continue tomorrow.

     

    The collarbone target automatically stays at the origin of the bicep unless you move it somewhere else...possibly where the end of an actual collarbone would be (and I think that would be nit-picking).

     

    Before positioning the actual thumb bones, the "right_thumb_knuckle_target_INSTALL" bone is translated to the origin of the thumb, rotated so that the "right_carpal_INSTALL" is aiming at the edge of the hand opposite the thumb's origin, then scale the "right_thumb_knuckle_target_INSTALL" bone until the "right_carpal_INSTALL" bone reaches that hand edge...this positions the bases of the hand carpal bones.

  7. The height of the heel controller is generally the same height as the toe controller. The scaling of the heel controller just controls the size of the controller, so whatever size you'd like it.

     

    I won't be able to double-check until this afternoon, but, if I'm remembering correctly, the auto shrug bone is just a controller that can be located anywhere (check it's location in Squetchy Sam).

     

    For the other questions, I'll have to be looking at it. I'll knock out a quick video this afternoon and post it.

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