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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. There will be at least one more update soon, but, the fixes in it will be extremely minor. There is a slight bone adjustment that most people won't notice and a change in the wording of some of the installation instructions as has been mentioned in the previous couple of posts in this thread. The version that is the present release should be stable for quite a while, I'm thinking. I'm going to be putting together an updated installation video tutorial (where I'll further check for any problems that need fixing) and I wanted to make sure that it wouldn't be outdated any time soon. If something is found that needs fixing, then there will be an update to address the problem, but it shouldn't change how things are installed or how they work. I don't know for sure, it's a possibility...it's being worked on, but I know very little about how far along it is, Rusty.
  2. If they need renaming then don't worry about it. I thought some in the list weren't in alphabetical order. So, I thought you could drag constraints to anywhere in the tree. I'll have to check. But an automated plugin is the best route. That'd be great. Changing the order of the constraints could mess up how things work together...so that most likely wouldn't be the way to go, Ken.
  3. So shouldn't it say 0.1% instead of 0% there? It could be confusing to people who don't know. Just so I'm clear.....when I'm doing the w component later, all three cps in the timeline (0%, 0.1% and 100%) should be in a straight line when I'm finished right? I should probably make that more clear, you're absolutely right, Ken. I'll update the instructions on the next release. Yes, it should be a straight line on 0%, .1% and 100%. The 0% setting shouldn't matter unless the setting on the interpolation is something other than "linear" though. Well, that's what I meant. I'm hunting through a sea of constraints in the PWS for the correct ones. Very slow. The problem with re-naming the bones to make resetting the compensates easier is that it will also affect their locations in the bones list in the Timeline while animating. After a few times through the process, it becomes a lot easier. There is a possibility that the compensate resetting can be automated...it's being worked on, but that doesn't mean it will happen soon or at all.
  4. It says to set the enforcement to 0%, but the slider only goes to 0.1%. What should be done here? It's probably this part that's making the extra cp. The "Animation_Controls/Face_underlying_controls/lips/Maxilla_to_LowerTeeth" is one of the Poses that doesn't go to "0" (so it will have a double key, but that shouldn't affect anything). I think you mean "head_geom_front" and "head_geom_back", right, Ken? Those make it where you can squetch the front of the head separate from the back of the head. You should only have to pick the the constraints in the Poses to reset them (that will also select the correct bone)...you don't have to pick the bones.
  5. Hmmm, I checked those Poses...I just double-checked those Poses and I didn't see any double keys in the installation models on those Poses. Try a quick test, open one of the Posable installations, delete the installation Poses, import the appropriate "FINAL_IMPORT" model, run the InstallRig plugin and then check to see if those double keys are there. Or, just open one of the "FINAL_IMPORT" models and look at those Poses in there. If they are the original installation models, there shouldn't be any double keys in those Poses. Double keys could accidentally happen if the compensates are reset at something other than "0" or "100" on the percentage Poses. Let me know if what you have is different, Ken. On those Poses, deleting the extra keyframe would be the way to go if there is one. The only Poses where an extra keyframe might be there that should be left alone would be in one of the percentage Poses that never go completely to "0". The numbers from the 100% keys should be copied to the 0% keys for the 'X', 'Y', 'Z' and 'W'.
  6. Okay, I went through and looked for the double keyframes on the "w" of Poses...the only Poses that I found that had the double keyframes were the Poses that have a starting point of ".01". Those Poses aren't supposed to go to "0", so they might have a double in them as a result (one on "0" and one at the ".01" position on the Pose slider). Those doubles won't affect the Poses. Which Poses in particular are you seeing the double keyframes in, Ken?
  7. OK. So, If I just select the x,y,z,w components in the pws. That would mean I'd leave out the enforcement. Am I right in thinking, then I can copy all the keyframes at 100% in one go and paste at 0% right? It sounds right, Ken...I have never done it that way, but it seems like it should work. I'll take a look at it tonight...it shouldn't affect anything, but I'll clean it up if it's there. Thanks!
  8. Would it be possible to copy the 100% keyframe in the timeline and paste it at 0%? It would be much faster than getting the absolute value in the cp settings. Thanks. Sure, you could do that. Just make sure that the enforcement of the constraint is "0%" at "0" of the Pose...you just want the compensates to be the same, Ken.
  9. Inspirational work again, John!
  10. I'm doing it in the order of the text instructions. I've moved all the geometry and Face camera down to the perfect position round the face. None of the interface will need changing but I'll probably have to move the camera down to get them inside it's view. At least I think I will as I haven't got that far yet. Once you reset the compensates on the "FACE Interface - Master" bone, it should line up. After that, use the "Customize_interface" Poses to fine tune the positioning.
  11. The changes are relatively minor, so I don't think it will be a big deal. For TWO, several big updates were installed in already rigged characters, but I don't think you'll run into anything that major. There shouldn't be any more updates for quite a while, unless someone finds a problem...I'll be giving the installations a better test when I make the installation tutorial. I don't position the FACE controllers until after the Posable installation, so seeing the nulls or looking through the FACE camera wouldn't be necessary. I'm not sure when you are doing it, Ken.
  12. I just did a test and it worked fine for me using the "head_manual_control" bone, Sebastian. You might not need a Smartskin there though...you might just need to translate that bone instead.
  13. If you want the latest version in there, sure, Ken. There is still a Quad rig update, a couple more add-ons and a new installation tutorial in the works.
  14. These are the final versions of the v11.1 and v12 biped Squetch Rigs and the final v11.1 and v12 standalone FACE installations. They do not include all of the present rig updates, but they have fixes for things that were broken in them and a few added tweaks. The FACE controls are upgraded to handle the present version of Zign Track's BVH export (the Action export only exports v13 Actions), the BVH files and instructions are also valid for the present version of the rig if you would rather use BVH instead of an Action. I don't have any plans to add anything to these rigs, but I will fix them if a problem is found that is correctable. I'll be doing the same thing with the v11.1 and v12 Quad rigs after the Posable Quad installations are finished. v11_1_Squetch_Rig_12_05_2007B_installations.zip v11_1_Squetch_Rig_12_05_2007B_Foot_Gizmo_installations.zip v11_1_Squetchy_Sam_12_05_2007B.zip v12_Squetch_Rig_12_05_2007B_installations.zip v12_Squetch_Rig_12_05_2007B_Foot_Gizmo_installations.zip v12_Squetchy_Sam_12_05_2007B.zip standalone_v11_1_FACE_12_05_2007B_installations.zip standalone_v12_FACE_12_05_2007B_installations.zip
  15. This update includes the "Foot Gizmo" add-ons, some small fixes and a setup Action for using Zign Track/AM Track Actions. The mouth corners' "Y" Smartskins were moved to other nulls to fix a slight "sticking" of the muscle movement that showed up in Squetchy Sam. Sam's FACE controls now don't automatically smile when widening the mouth, there is an added "BVH" Pose that adjusts the left/right movement of the chin when using Zign Track/AM Track Actions. Two mouth installation Poses were deleted because they are no longer necessary. The "Posable_installation_steps" text file was updated and the "Using_Zign_Track_Actions.txt" was added. Thanks to Mark Skodacek, Luuk Steitner and Ken Heslip for their help in getting these updates finished. If anyone finds a problem, let us know and we'll fix it as fast as we can. More will be added as it gets finished. ----------------------- EDIT ----------------------- Added Posable simple toe add-ons to this post. ----------------------- EDIT ----------------------- These files have been deleted, the next update is located here.
  16. I did some experiments that might do the job using the "Transfer_AW" plugin...if you do a search, you should find it in the forums here. The plugin is on Steffen Gross' site, here. Hope that helps, Dhar. -------------------------- EDIT -------------------------- Here is the post where I give the results of my experiments with "Transfer_AW".
  17. Excellent job, Sebastian! As has been already mentioned, a couple of holds could use some tweaking...but I think you kicked its' ass. Very inspiring work, I'm looking forward to the continuation of the series.
  18. Very nice so far, Noober!
  19. It keeps getting better! This is going to be very good when you're done, Tai Shan.
  20. You can make his mouth wider without smiling, but you're right, I should change that FACE setup so that it would be easier to do without digging through Poses. I'm going to have to correct another couple of Poses anyway, I'll do that as well and have it in the next release of Sam. Sure, I could change that...or you could use the Preston Blair "FV" Pose to get it quickly. There are going to be subtle differences depending on who sets up a character, everyone has their preferences. For the most part, Sam is predictable if you compare him to the Tinman and TinGirl from TWO...those are the only characters in the film that have the bones rig (and the only characters I rigged the faces on), the rest have muscle-based Poses being driven by the FACE controls.
  21. To turn down the cheek movement, you can use the Poses in the "Animation_Controls/Face_underlying_controls/face_setup/cheek_setup" folder...the "cheeks_move_with_jaw" Pose looks like it needs to be turned down, I'll correct it the next time I post an updated Squetchy Sam. Try turning it down to something like "5", Dhar. Looks good so far! The shoulders could be relaxed a little and the first deep breath around frame 19 or so makes me think his whole body should sag...maybe some shakiness around the ragged breathing stuff. Around frame 310, I think both of the r's in "re-write" could use more "oo" movement. I know nothing, so take my animation recommendations with a whole lot of salt. I'm looking forward to the finished animation. Good luck in the competition!
  22. It's automatic. The CP weights look fine - I'm not sure why they move so much? It can be adjusted...I don't have it in front of me, so I'll have to post the Pose location later.
  23. Hmmm, that doesn't happen when I unzip the posted Zip file, Paul...I re-downloaded it to check. Is that happening for anyone else? If it is, I can re-zip it.
  24. It's the 'eyes_aim_at_Master_Eye_Target' If you're using the "aim_at_master_eye_target_switch", you might need to set a key for it or it will act like any other bone/null and start moving from the first frame. You could also set the "interpolation method" for the "aim_at_master_eye_target_switch" to "hold" in the Timeline, since what is being controlled is an on/off switch. Hope that helps, Dhar.
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