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Everything posted by itsjustme
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It looked like Alex's right hand needed some CP Weighting work done on the thumb area, but it's looking really good so far Tai Shan!
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Yes, you can manually move the cheeks...on the version you have, just translate the "cheek_left_geom" and "cheek_right_geom" (it's a Pose slider in the latest version). If you check the "Animation_Controls/FACE Interface/Upper Face Poses/LeftSquint" and "Animation_Controls/FACE Interface/Upper Face Poses/RightSquint" Poses in Squetchy Sam you'll see that's what I translated. The lip targets are for the lip "geom" bones to translate to...that's all they are for, that way the scaling of the mouth bones doesn't scale the lip "geom" bones when the lips are moved in/out. To set up the face, you first have to have your base controls working like you want (this process is different on the latest version, you shouldn't have to dig into Poses now). First, you'll have to edit the Poses in the "Animation_Controls/Face_underlying_controls/lips/mouth_ud_individual" folder so that they have the range of up/down movement you want. Then, you'll have to edit the "Animation_Controls/Face_underlying_controls/lips/mouth_lr_individual" Poses to get the left/right movement you want. Once those are to your liking, you'll have to set the limits for everything in the nose (nostril base, nostril, nose main, etc) and set the percentages on the "aim at", "translate to" and "orient like" constraints in the nose Poses....they should be in the "Animation_Controls/Face_underlying_controls/head_on/off_constraints/nose_targeting" Pose. Then, adjust the "Animation_Controls/Face_underlying_controls/head_on/off_constraints/cheek_constraints", "Animation_Controls/Face_underlying_controls/head_on/off_constraints/ear_constraints" and "Animation_Controls/Face_underlying_controls/head_on/off_constraints/jowl_constraints" to get the movement you want for those parts of the face when the lips move. Then, use the lip "roll" bones (and muscle movement if necessary) to make the lip curling Poses located in the "Animation_Controls/Face_underlying_controls/lips" folder. Once that is done, you should be able to start making the FACE Poses. For something like the "RightSmileWide" and "LeftSmileWide" Poses, I use a separate Action to figure out what I need to make them. I open a new Action and move the lip Pose sliders until I get what I want for a complete smile. Then, I split the Pose into left and right versions by using the percentages for the full smile. For the center, the sliders for each side will be 50% of the full smile, for the "RightSmileWide" the first section of the lips that is right of center will have 75% of the full smile values and the first section of the left side will have 25% of the full smile values...the far right side will have 100% and the far left side will have 0%. Then do the same thing for the "LeftSmileWide", reversing the values. The present method (which is for the rigs after the one you have installed) is located here...it's different, but it might help you if my explanation thus far hasn't. Hope that helps, Steve. After the next rig update, I'm going to try to do an updated installation tutorial.
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It's different when you're using the bones setup, Steve. The lips are moved using the "mouth_ud" and "mouth_lr" Pose sliders, they are in the "Animation_Controls/Face_underlying_controls/lips/mouth_ud_individual" and "Animation_Controls/Face_underlying_controls/lips/mouth_lr_individual" folders. You will probably have to edit the Poses to get the range of movement for your specific character (that changed with the version after the one you are installing...it's easier now). I don't use "copy/paste mirrored" much with the bones rig...what I do is use an Action to work out what something like a smile should look like, then I just split the Pose manually using the slider percentages (dividing the center number in half, 75% on the side of the Pose and 25% on the side opposite of the Pose). The eyebrow bones don't have Pose sliders, they get moved manually. For those, it is similar to the mouth...I work out what both eyebrows up (or whatever) should look like, then I divide the percentages like for the mouth Poses for each side. For the lip curling, I adjust the weighting between the "lip_geom" and "lip_roll_geom" bones so that I can manually grab the "roll" bones and use them as handles to roll the lips in and out for the lip curling Poses in the "Animation_Controls/Face_underlying_controls" folder. Then, I use those Poses to set up other FACE Poses. So, build the smaller Poses in the "Animation_Controls/Face_underlying_controls" folder, then use those to build the FACE Poses. The last two versions of the rig includes a "face_setup_11_12_2007.act" that runs the bones rig through a set of Poses to aid in setup...there were quite a few changes in the bones setup in the version after the one you're using, so that Action might not be as helpful. Squetchy Sam is a good guide for how things should be set up...use the Squetchy Sam for the release you are installing because that will match what you've got. If you run into any problems, post, PM or e-mail.
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I ended up making two modified 2001 Rigs that have Squetch Rig hand controls...they are located here. Hope that helps.
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These are modified 2001 Rigs that have the hand controls from the Squetch Rig...there is a five finger and four finger version in the ZIP file. To install, set up the 2001 Rig bones as you would normally, use translate mode, scale mode and rotate mode to move the red "right_hand_INSTALL" and "left_hand_INSTALL" bones so that they are in the same position and size as the "Right Hand" and "Left Hand" bones, position the hand bones as you would while installing them in the Squetch Rig (the process is shown in the installation videos that are linked to on the Wiki page), run the "InstallRig" plugin (included in the ZIP) and then assign CP Weighting. For the Squetch Rig hand bones, assign the weighting to the "geom" bones. This should work for v11.1 to the present version. v12_2001_Skeleton_with_Squetch_hands_installations.zip
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It would take some modifying to get that done...I'll make a hands-only version with some instructions for you. If I understand you right and what I see in the file, the Biped Squetch Rig is not set up with the controls like the hands are. There is the standard biped rig and the biped rig with the Foot Gizmo...they are identical except one has the Foot Gizmo added (which is a foot setup for a character with hand-like feet, like a monkey).
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Never mind on the hand add-on since these do not have the gem bone in them. I ether have to adapt them to the existing 2001 rig or copy the hold hand Bones and Relationship over and adapt them to it. And I don’t know enough to do that yet. I don't understand what you're trying to do....are you trying to add the hands to the 2001 rig? What is the "gem" bone? Is that a typo that should read "geom" bone? I'm confused about what you're asking. There’s no instruction with the files. There should be a text file named "resetting_all_compensates_12_05_2007.txt" included with the installation rigs. The toe add-ons are for the standard Squetch Rig...the one's without the Foot Gizmo. To install them, you just import the toe add-ons, position the toes using translate mode, rotate mode and scale mode, then run the "InstallRig" plugin. If you need the Foot Gizmo taken out of what you've got, delete all of the bones under the "right_foot_Gizmo_toes_INSTALL" and "left_foot_Gizmo_toes_INSTALL" then delete any Poses for the Foot Gizmo and toes. If you need someone to clean out the things you need rid of, either post, PM or e-mail me to let me know where to get the model that needs fixing and I'll get to it as fast as I can.
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I'm not sure what you mean by the hand add-ons...what kind of add-ons? Oh, that was something that I forgot to delete. The compensate resetting instructions are included with the rig...I edited the Wiki.
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The links should be fixed now...I just re-posted them and linked to the new files.
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The Foot Gizmo was meant for hand-like feet like you would have on a monkey. What you need are the biped Squetch Rig toes that are located in the "Add-ons" section of the Wiki. Hope that helps.
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Very cool, Marcos!
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Can child bones be selected with the parent bones to
itsjustme replied to Eric2575's topic in Squetch - Rig
I didn't know that, Dale. Thanks! It will help a lot. -
The "auto_controllers_INSTALL" bone has the "auto_controller" bones as children, those bones are used in calculations within Expressions for the face rig. There is a constraint that will translate them to the hips that is already set to "on", so that's where they will be in any Action. I would move the "auto_controllers_INSTALL" bone using translate mode so that its' origin is at the origin of the hips, but that is just for neatness. Those are the only installation tutorials besides the tutorial that Mark Skodacek made for the Posable installation versions of the rig. There have been a lot of updates since those original five...I actually stopped at that point because of how fast things had changed. One thing off the top of my head, the leg INSTALL bones are now supposed to end at the ankle instead of going to the floor. There's going to be an update to the spine when I can get to it, then I have a personal project that I've been trying to get to...I'm going to try to make a new installation tutorial while doing the rigging for that. If you have any questions, feel free to post, PM or e-mail.
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There isn't an installation video that shows the Foot Gizmo, but it installs like the hand. Hope that helps.
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When you reset the compensates on the "Animation_Controls/Face_underlying_controls/face_setup/upper_lip_to_Maxilla" Poses, resetting them normally won't "take". You have to open each Pose, set the slider to 100%, set the rotation on the 'X', 'Y' and 'Z' to "0" then open the Timeline and copy the compensate values to the 0% side of the Pose. You do that for all of those Poses. At least that's one possibility...if you're unable to track it down, I can take a look at it, Steve.
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So, in an Action the FACE geometry doesn't hide itself when you have the "Animation_Controls/FACE Interface/FACE off/Joint Controls/Split Controls" Pose set to "0"? I'm guessing that you accidentally assigned the head to the interface geometry, Steve. Compare the assigned bones (to the FACE interface geometry) in the installation rig to your installation. You can just re-assign everything to the correct bones and it should be fine. If it's not that, I'll have you try a couple of other things.
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What I'm suggesting is that you should make your setup Poses separate from the Poses that are for movement...mixing that in with percentage Poses is probably what is causing your problem. Hope that helps.
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Depending on how you set it up, that may be your problem. Hope that helps.
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Did you make the Pose that puts the smaller mouth inside the larger mouth as an on/off Pose separate from the other Poses?
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How to import video files in animtion master
itsjustme replied to animation man hi's topic in New Users
To import the video as a decal, right mouse click on your model in the PWS, select "New/Decal" and then change the file type to either "AVI" or "MOV" depending on which you are importing. To import the video as a rotoscope, right mouse click on the camera in the Choreography and select "New/Rotoscope", change the file type to whatever you are importing. Be sure that you have the codec you need for your video installed on your computer or it won't work. Hope that helps. -
If you use the setup for the FACE controllers, you can tweak everything by hand at any time. I'm not sure how you are setting it up Paul, so I don't know what to suggest as a solution. For driving the FACE controls, I made copies of the controls with "BVH" in their name and used the BVH data to drive those. Then, I had the actual controls tied to the "BVH" controls with constraints...no extra plugin necessary. Hope that helps.
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First, I like him, Eric! Looks like a very nice job. Some wireframe images would make it easier to assess the modeling...the fingers look like they might need some tweaking. A few images of him in an environment would make it easier to assess the texturing...the brass on the bullets looks like it needs something to reflect and I'm not sure about the hair or the chest scars in these renders. In these renders, it looks like the hair could be thickened at its' base and the scar could use a bump or displacement map. He looks like he'll be fun to build a story around.
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Have you tried using the "Animation_Controls/Arm_Controls/sleeves_roll_like_biceps" and "Animation_Controls/Squetch_Controls/ARMS/sleeves_squetch_like_bicep" Poses, Rusty? Those are built into the rig...I'm pretty sure they will get you what you're looking for. If not, let me know and we'll try to get it where you need it to be.
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This release gets rid of the resetting of 66 compensates...there are still around 85 left, but every little bit helps. Hopefully, it will get easier to install with each release. The changes make it better if you have the origin of the "Maxilla", "LowerTeeth", "Jaw" and mouth bones at the same location. I added a sentence to the FACE setup instructions, so I added it here as well. The Posable installations have a couple of added steps that are outlined in a text file that will be included in their ZIP file ("Posable_additional_installation_steps.txt"). I set all of the IK/FK Poses to "not set", otherwise there wouldn't be an "off"...there were a couple of foot bones that were affected. There are a few bones that need to have "0" for their 'Z' rotation...their rotation gets re-calculated on export, so they need to be manually rotated using "Rotate mode" after export ("cheek_left_INSTALL", "cheek_right_INSTALL", "nostril_left_INSTALL", "nostril_right_INSTALL", "jowl_right_geom", "jowl_left_geom"). There is an additional model that will need to be imported after the installation Poses are deleted called the "FINAL_IMPORT"...there were some things that interfered with the installation Poses. After the import, there are a few placeholder Relationships in the "Animation_Controls/FACE Interface" folder that you can then delete...they are just named "Relationship1" and have nothing in them (in the "EyeConstraints (do not touch)", "Eye Target Tracking" and "eyes_aim_at_Master_EyeTarget" Poses). Thanks to Mark Skodacek and Mark Strohbehn for their help. The MirrorBones plugin is located on Steffen Gross' site, here. If anyone finds a problem, let me know and I'll fix it as fast as I can. --------------------------------- EDIT --------------------------------- For some reason, the toe add-on links didn't work on the Wiki...so I added the files here (the Wiki now links to these files). --------------------------------- EDIT --------------------------------- The final v11.1 and v12 biped rigs and v11.1 and v12 standalone FACE installations have been moved here. v11_1_Quad_Squetch_Rig_12_05_2007.zip v12_Quad_Squetch_Rig_12_05_2007.zip v13_Quad_Squetch_Rig_12_05_2007.zip v13_Quad_Squetch_Rig_12_05_2007_Mirrorbones.zip v12_Biped_Squetch_Rig_02_25_2007_Toes_installations.zip v12_Quad_Squetch_Rig_02_25_2007_Toes_installations.zip
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You're right David, but constraining the face bones directly to the BVH rig is easier to do for those who aren't that experienced with setting up poses, expressions etc. Rotating the BVH rig is a simple solution, but I think your method of driving the face is the best way to do it. Thanks for the explanation, Luuk.