sprockets Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope Swamp Demon Caboose Break Room
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
  • Posts

    5,788
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by itsjustme

  1. I still don't understand why this would be necessary...maybe I'm missing something. ------------------ EDIT ------------------ I should have been clearer. Why would the BVH bones need to rotate with the chest? All that is needed is the data from the BVH bones to drive the face...which is parented to the rig's chest.
  2. The BVH face rig doesn't move with the Squetch Rig at all in what I set up...it doesn't need to. I don't think it would be necessary in any rig. What I did was convert the rotation of the BVH bones into translate movement using Expressions and then used that to translate the FACE controls that are built into the Squetch Rig and standalone FACE installations. Since the face is completely rigged for traditional animation, all that is needed is for the manual controls to be controlled by the BVH data. I think it's necessary for the BVH data that Zign Track generates to drive Poses instead of bones that are directly affecting the face. The reason is that the data is based on 2D movement...so you don't get something like the lips pulling back when smiling or puckering when the lips move inward unless you are driving Poses (you could probably also use Smartskin, but I think Poses would do the job a lot better). First, I added extra nulls that the actual manual controls would be constrained to...that way, you can still manually tweak the movement after loading the BVH data. Then, I added a bone for each control that would control the percentage that the data would be converted to linear movement. I set up a percentage Pose for each one where the bone (let's call it the "limiter") would be scaled to 0% at "0" of the Pose, 100% at "1000" of the Pose (to make the increments .1% for each whole number) and 500% at "5000". This will allow the movement from the data to be decreased and increased if necessary from 0-500%. Next, I made a setup Action where I converted the BVH data using Expressions. As an example, the jaw is opened using this Expression on the "SyncNull_BVH": What the Expression says is: The negative 'Y' value is needed because the "SyncNull" opens the mouth as it is translated to its' negative 'Y'. The "SyncNull" (which is the manual control for opening the jaw in the FACE controls) then has a "translate to SyncNull_BVH" applied to it. Finally, the BVH data can be imported into the setup Action using "Capture Sequence". Does that help? I may have misunderstood the question...did I?
  3. Very nice, Satyajit!
  4. There are standalone versions of the FACE controls at the bottom of the Wiki page...in the ZIP there are three versions, one with just the FACE controls, one with the FACE controls and tongue setup and one with the FACE controls and the bones setup for the face. These will work with any rig, the only assumption is that the rig has a bone named "head". Hope that helps, Ernest.
  5. I'm glad you got AM to work...now it's just figuring out what's going on with your computer. Find out what video card your computer has...it might tell you in your Device Manager under "Display Adapters". Then, download the latest drivers for that card and install them. As for the CD, it's part of the copy protection for AM. You can get a USB dongle from Hash if you prefer, I'm not sure of the pricing for that. I've never had an AM disk get damaged, but if you're worried about it, the dongle is what you would need. Hope that helps.
  6. I forgot to ask...have you tried v13.0t for the Oz disk? It's located here. If you have the same problem with that, then I would think it's something other than AM that is causing the problem.
  7. It was worth a try. So, the OS should work fine. Okay, that tells me you have the CD for the Oz installation...which you've gotten and installed. Although, I have v13.0L on the CD and it's a Yeti...I know, splitting hairs. Okay, but do you have the latest drivers for your video card? If it's a realtime rendering problem, that could be the culprit. Also, do you have any emulation software like Alcohol 120% or DAEMON Tools or some sort of Virtual CD applications installed? Those can cause problems as well.
  8. That was sort of my next question as well...my question was going to be, "What character is on your CD?"
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Sorry for any confusion...I try, but sometimes what I think is clear...isn't.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. This is what worked for me, Paul. Hope that helps.
  24. 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.
  25. 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.
×
×
  • Create New...