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Everything posted by itsjustme
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Change your realtime rendering. If you are using OpenGL, change to DirectX...if you're using DirectX, change to OpenGL. It's on the "Global" tab of the "Options" menu. Hope that helps.
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Do you mean "motion capture"? Which is also called "MoCap" or "performance capture", depending on who's talking about it. A Google search using those terms will turn up a lot of information on the subject. Hope that helps.
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Do you have the latest drivers for your video card? Are you using OpenGL or DirectX for your realtime display (on the "Global" tab of the "Options" menu)? ------------------------ EDIT ------------------------ What Operating System are you using? What video card? Also, did you mean 14.0c? ------------------------ EDIT ------------------------ If it is v14.0c, is the number of threads set to "1" in the "Global" tab of the "Options" menu?
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Okay, so you have v14.0c...I pointed you at v13.0t because you said you were using v13.0i. My question now would be, did you do a clean install when you installed the version you're using? It's worth a try.
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Let's simplify the project to narrow down the possible problems, here's a Project that should open up in a Choreography with the Pose Sliders window open. When you move the only Pose slider that is in there, does the vase move? Also, if you have v13.0I, you should be able to download and use the latest version of 13...here. Hope that helps.
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There's the Tutorials section of the forum. In there, you will find the Tech Talk videos, a list of links, the A.R.M. (which is no longer maintained, but still some useful links), etc. Those should get you started...hope they are helpful.
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I tested v14 by creating new relationships on a very simple model that I made in that version...I didn't get the string error. I tried "orient like", "aim at" and "translate to" constraints without anything unusual turning up. Then, I opened Squetchy Sam in v14 and started adding new Poses...I didn't get the string error. Does TSM put anything in one of the AM folders? Like an HXT file in the HXT folder? If so, have you tried testing for this problem without those files installed, Jesse? I don't have TSM, so it's not something I would be able to try.
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I was using V13, I really think this is an A:M/TSM thing. I hadn't noticed a constraint haveing any problem in other situations. All newly created (ie not copied, pasted or imported, such as during a squetch rig install) relationships, whether tsm or not, give string errors. Imported actors with relationships built under previous versions do not display the error. To test this, create a new relationship, any relationship, on a model. It will display the string error text. Very minor. (These facts are true in v14c, I don't use 13 anymore.) Thanks for the information, Jesse. I'll have to try that tonight...I've been doing a lot of work in older versions to get the Squetch Rig update released.
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There is usually a new version released sometime in December or early in the next year...the people at Hash would know better than me, but that appears to be the norm.
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Sorry for any confusion...I try, but sometimes what I think is clear...isn't.
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You mean even if someone installs a squetch rig the relationship names get that error? I checked v14 last night when I saw that comment...I didn't see it when using the Squetch Rig installation. Maybe I'm not understanding the steps to make this happen.
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First, make sure that the center spline is at "0" on the 'X' axis by selecting the spline and scaling it on the 'X' axis to 0%. Select a point on the spline, make sure it's at "0" on the 'X' axis...if it's not, select the entire spline again and move it to "0" on the 'X' axis. Next, select then entire model, hold down the "Shift" key and select a point that is on the center line ("0" on the 'X' axis), right mouse click and select "copy/flip/attach". Hope that helps.
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Was that from before the date naming convention was used, Steve? If it's that old, it would be easier to wait until Mark posts the Posable installation rigs for this release and re-install the whole thing.
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I have used the BVH data from Zign Track in v11.1, v12, v13 and v14 while testing the FACE controls. I haven't tested on any older versions than that.
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This is what worked for me, Paul. Hope that helps.
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Here's the Quadruped rig updates. The changes in these rigs for this update are the same toe fix and FACE updates as in the biped rigs. The face setup instructions are still here (the Quad rigs don't have the full face bones rig, so not all of the instructions will be used for setting up the Quad faces) and the instructions for using the BVH data from Luuk Steitner's "Zign Track" software is here. 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 ------------------------------- These files have been deleted, the next version is located here.
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How coud I Play with the "Rand ()" Expression Wavelength/Velocity?
itsjustme replied to Ramón López's topic in New Users
Have you read this tutorial? There are also some descriptions of the functions here that might be helpful. Also, there's this tutorial, in case you haven't seen it. Hope those help, Ramón. -
How coud I Play with the "Rand ()" Expression Wavelength/Velocity?
itsjustme replied to Ramón López's topic in New Users
Have you tried using the GetTime() function, Ramon? -
Okay, here's a test project, Ramón. I used surface constraints, which I think will give you the abilities you're looking for. This is a very crude example, so it needs a lot of improvement, but maybe it will help point you in the direction to solving your problem. Scrub through the Action and see if it's what you're looking for.
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I hate posting an update this quickly, but, I changed the way the individual eye controllers work and figured it would be better sooner than later. After rolling it around in my head a little, I decided that Dhar is right (thanks, Dhar). So, I made the eye crossing controls into the "left_eye_control" and "right_eye_control", set them up to control both the 'X' and 'Y' rotation of each eye using the same rotations on the controllers. I also made the manipulators "rotate only" on those controllers and the "EyeAimerBone". The face setup instructions are still here and the instructions for using the BVH data from Luuk Steitner's "Zign Track" software is here...the instructions haven't changed. Mark will post the Posable installations as soon as he gets a spare moment. ----------------------------- EDIT ----------------------------- These files have been deleted, the next release is located here.
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Are you using OpenGL or DirectX for your realtime rendering? Whichever you are using, switch to the other one and see if that gets rid of the problem.
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Sorry it has taken me so long to get back to this, Ramón. I'll try to mess with it again tonight.
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There are no limits on the eyes in this update, Nancy. Of course, if you roll the eyes inside the head it would be best to turn off the automatic eyelid movement. Try Squetchy Sam and see if that fixes the problems you have encountered.
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The two bones that currently control the eye crossing are positioned above the "EyeAimerBone"...they are using the 'Z' rotation for rotating the eyes inward/outward. I was thinking about another set of bones just above the eye crossing controllers that also used the 'Z' rotation, but to rotate the eyes up/down. Or it could be a control that is just two bones that rotate like the "EyeAimerBone", that would make it have the same number of controls that it currently has, but they would be controlled differently. Me, I lean toward the 'Z' rotation set of controllers, but I'll make it whatever way is deemed the best. This addition would be very easy to add, it wouldn't cause any problems. I'm sold on adding the control, now it's just a debate on how the control should work in my mind, Dhar.
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No David. I don't think you should add it now that I know about the "Show_Eye_Targets". That'll do very nicely I don't know, Dhar...the more I think about it, the more I want to add it. It would make things less messy when trying to keep track of what the eye targets are doing and make unhiding them extremely rare (probably just for having them "translate to" something). It would add two more controls over the EyeAimerBone, but I don't think they would hurt anything. What do you think? Once I get the Quad rigs posted, I've got a spine update that I want to work on...I could add the extra eye control to the "to-do" list.