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itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. I didn't answer earlier because I wasn't sure I understood the question...I'm still not sure, but I'll answer the question I think is being asked. The hand targets and elbow controls are used when the arms are in IK (Inverse Kinematic)...the default is FK (Forward Kinematic). If you want IK in the 2001 rig, you have to turn on the "Ik Arms Setup" Pose in the "Rig/Setup" folder. I hope that answers the question.
  2. David, Do I need to do these things to the rig you just sent me? Thanks, Rusty The only Pose missing on that model would be the "Animation_Controls/Squetch_Controls/ARMS/sleeves_squetch_like_bicep" Pose...just drag that one over. Hope that helps, Rusty.
  3. I decided I needed to post a temporary fix/update that people could use until the next update gets finished. Here's a version of Squetchy Sam that has a few fixes that are going to be in the next release. The updates in this are a fix for a toe problem when switching from IK to FK and back to IK (not for v11.1), an euler limit on the 'Z' rotation of the thumb control, a percentage "sleeves_squetch_like_bicep" Pose and a change of the "roll like" on the wrist fan bones to an "aim roll at". To update a previous installation: ------------------------------------------------------------------------------------------------------------------------ Delete the "Animation_Controls/Leg_Controls/right_leg_FK_IK" (not for v11.1), "Animation_Controls/Leg_Controls/left_leg_FK_IK" (not for v11.1), "Rig_Components/arm_constraints_folder/hand_constraints" and "Rig_Components/arm_constraints_folder/arm_constraints". Then drag those Poses from this Squetchy Sam to the installation you're updating and also drag the "Animation_Controls/Squetch_Controls/ARMS/sleeves_squetch_like_bicep" Pose to your model. ------------------------------------------------------------------------------------------------------------------------ There are a lot more things that will be in the next update, I'm hoping to get them finished soon. --------------------------------------- EDIT --------------------------------------- The next update is located here...this file was deleted, it isn't necessary now.
  4. Okay, sorry this took so long, Rusty. The problem with the knees was that the legs were ever so slightly bent backwards...it wasn't "operator error", it was just something that hasn't come up yet. What happened is that as the leg gets resized, the angles change minutely and, in this case, rotated the calf in relation to the thigh backwards by a few tenths of a degree. The solution, when doing an installation bend the knee a degree or two just as a precaution. While working on this, I also fixed a problem that I found with the toes when switching from IK to FK and back...it's fixed in your model, Rusty. I'll post a temporary fix in the Squetch Rig downloads thread a little later tonight, the next release will have the fix in it. I'll PM you telling you where to get the updated model, Rusty.
  5. Actually, there is...I just wanted to finish it up before I let you know, Rusty. It'll be an hour or two unless I run into something else.
  6. You just forgot to reset the "orient like right_thigh_orienter" constraint to 100% when the "right_leg_FK_IK" Pose was set to "on". Here's an updated version of Gumbo...I only checked the legs and fixed that one constraint. Hope that helps, Dhar.
  7. I'm sorry, but that is too good, Lee...it screams to be finished.
  8. Expand out the tree of bones that you want to delete...if you want to do it faster, select the parent bone of the set of bones you want to delete and hold the right arrow key on your keyboard down. Just keep an eye on it, it goes pretty fast. Once you get all of the bones you want to delete visible, select the top bone, scroll down to the last bone in the chain and select it while holding down the shift key. Once they are all highlighted, hit the delete button and wait until they are cleared out. Hope that helps, Eric.
  9. After you export your model (and before running the InstallRig plugin): 1. Delete "Master_EyeTarget", "blink_main_INSTALL", "HeadProxy_INSTALL", "face_INSTALL" and the "FACE Interface_INSTALL_body_SQUETCH_base" (and their children) bones. 2. Under "Groups", delete the "FACE_groups" folder. 3. Delete the FACE control labels in the modeling window. 4. Delete all of the FACE related Smartskins (BrowEmotion, BrowsOut-Squint, EyeAimerBone, EyeLidsNull, JawLRForward, LBrowsMidUDSqueeze, LBrowsOut-Squint, LipsNull, LLipsUD, LMouthCorner, LSneer, MouthCorner, MouthShiftNull, RBrowsMidUDSqueeze, RBrowsOut-Squint, RLipsUD, RMouthCorner, RSneer, Sneer, SyncNull, TongueOutNull, TongueRotate_Control, TongueU-R-LNull, TongueWidthThicknessNull, Eye_leftlidsNull, Eye_rightlidsNull). 5. Delete the following Pose folders: a-"Animation_Controls/Face_underlying_controls" b-"Animation_Controls/FACE Interface" c-"Show_and_Hide_Rig_Components/hide_face_setup_bones" d-"Show_and_Hide_Rig_Components/hide_FACE_non_tweaking_bones" After all of that, delete the "Installation_Poses" folder, run the InstallRig plugin and reset the compensates. Hope that helps, Eric.
  10. You can delete all the bones in a model by highlighting the Bones folder and hitting delete. Hope that helps.
  11. Not yet, they would have to be set up. As for the other problem, it would take some digging in the model to figure out what's going on.
  12. I'm assuming you used one of the Posable installations that Mark made the tutorial for? If that is the case, I'm also assuming you (in this order): 1. Exported the model from the installation Action. 2. Opened the exported model and deleted the Installation Poses. 3. Ran the InstallRig plugin and saved the model. 4. Reset the compensates according to the text file that was included in the Zip file with the installation models. 5. If the arms or legs are modeled bent, you set the "Minimum" of the 'X' on the euler limit on the forearm/calf bones to compensate for the bend. The "quick and dirty" way to start assigning CP's would be to have the "geom" bones as the only visible bones in the Modeling window (which is what happens after running the InstallRig plugin), hide the FACE geometry, hide the shoulder fan, stomach_IO and chest_IO bones, hide the thigh fan bones, hide all of the head bones except for the "head_geom_front" bone, go into Bones mode, right mouse click and select "Auto Assign Bones"...that will rough things in. Then, you can go through and get more specific. If you're looking for the Poses (which would include IK stuff), they are in the "Animation_Controls" folder in the "Pose Sliders" menu...you will run across a few of them while resetting the compensates. Hope that helps, Eric.
  13. There is something going on in there that I haven't identified yet...it doesn't happen on Squetchy Sam or any other setup I've tested yet, but there is some rotation ('Z' axis) on the wrist fan bones in this model that I can't explain yet. I'm doing some more tests...hopefully, I'll have an answer soon.
  14. No wisdom from me...the "quick and dirty" way to start would be to have the "geom" bones as the only visible bones in the Modeling window (which is what happens after running the InstallRig plugin), hide the FACE geometry, hide the shoulder fan, stomach_IO and chest_IO bones, hide all of the head bones except for the "head_geom_front" bone, go into Bones mode, right mouse click and select "Auto Assign Bones"...that will rough things in. Then, you can go through and get more specific. Hope that helps, Dhar.
  15. I would check your CP weighting before resetting anything. Hope that helps, Dhar.
  16. No sir, on the Squetchy Sam I have, they are both set to 50%...did you open the Pose? If you just look at the constraint without opening the Pose, it will say 100% even if it's not. The only accurate way to check is to open the Pose. Same thing with this one, 10% is correct...that's what is on my version of Sam. You need to open the Pose to check the percentages. I don't think that one is on the compensates list, is it? If it isn't, then don't reset its' compensate. Shoot it at me and I'll take a look late tonight, Rusty.
  17. There are constraints on the "FACE Interface - Master" bone in the "Animation_Controls/FACE Interface/Constraints (do not touch)/Face Control Constraints" pose that make it "orient like" and "translate to" the "head_control" bone. The constraints are set to 0% enforcement and can be applied with a compensate once everything has been positioned to keep the FACE controls tied to the head. Hope that helps, Dhar.
  18. It makes me think that one of the constraints on the "right_wrist_fan_geom" bone doesn't have any enforcement applied. Check that bone in the "Rig_Components/arm_constraints_folder/arm_constraints" Pose. There should be a "Roll like right_forearm_bow_3_geom" constraint set at 100% in there. Also check to make sure that the two "Orient like" constraints are set at 50% and that "Store roll" is turned of on them. I checked Squetchy Sam, he didn't have the problem. Does it do that on both wrists? I'll take a look at the installation rigs later tonight. If that doesn't fix the problem, I can take a look at it, Rusty.
  19. It looks like you might have skipped a few compensates or did them in a different order or something, Dhar. Hard to tell without seeing the actual model though. It also looks like some of the CP's in the character's face got assigned to the underlying FACE controller bones...which isn't right. If you can't get it figured out, I can take a look at it for you.
  20. If you rotated the forearms on the 'X' axis during installation, you will need to make the adjustment. It looks to me like you have something like a 3-5 degree bend in those arms...you can check by opening an Action, selecting a forearm, use rotate mode by hitting the "R" key and rotating the forearm on the 'X' axis until it is perfectly straight. Once you know the degree of bend, you can use that number for the "Minimum" setting of the euler limit on the forearms. For a 5 degree bend, the number would be "-5", but I usually add a degree or two to cover any slop....so maybe "-7" to make sure. Hope that helps, Dhar.
  21. Mark was referring to Barry Zundel's training videos...they are located here.
  22. I found a free program here that says it can do the job. Quicktime Pro can do the conversion as well, it's around $30. Hope that helps.
  23. One option would be to re-model the shirt sleeve. You can accomplish the same thing with weighting without re-modeling, but it will take more trial and error and figuring. It's just easier if the shirt sleeve has roughly the same density and layout. If the added density or different layout is absolutely necessary, then it's just going to be tougher to weight. In my mind, a different layout would only be necessary if you put folds in the sleeve (otherwise it would loosely conform to the shape of the bicep) and a high density would only be necessary if you are using cloth, then the weighting would be totally different for the sleeve. If you opt for leaving the modeling as-is, I would still weight the underlying arm and then use that information to help figure out the weighting for the sleeve...it's just not going to be a one-to-one transfer of the weighting. Hope that helps, Rusty.
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