sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. 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.
  2. Mark was referring to Barry Zundel's training videos...they are located here.
  3. 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.
  4. 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.
  5. Fantastic work so far, Kevin!
  6. What kind of compression is on the AVI? Maybe another compression will work for you. Have you tried any other AVI's? Hope that helps.
  7. "Paste mirror" will only work if there is some form of the words "right" and "left" in the name of the bones..."R" and "L" will not work. You can use "Right/Left", "right/left", "RIGHT/LEFT", "RiGhT/LeFt", or whatever, but the whole word needs to be there. Is that what's going on here? What rig are you using? Hope that helps.
  8. The example Squetchy Sam with sleeves seems like the way to go to me. The sleeve was weighted exactly like the underlying bicep, then, the part of the weighting that was the actual bicep bones was changed to being the sleeve bones...which are in exactly the same place as the bicep bones. So, what I would do would be to get good looking movement on the underlying model without the shirt, then, use that information to weight the shirt. Make sense? Hope that helps, Rusty.
  9. LOL! That's nice, Mark! It looks like you're going to have a lot of fun with this project.
  10. You can use an Euler limit to limit rotation. I have an example arm rig posted here that you can tear apart to see how it works. Squetchy Sam uses that set up...the latest versions of him are linked on the Wiki page. For some rigging tutorials, try here, here, here, here, here and here. As for limiting the head rotation, I never do that...I don't think it's necessary. Instead of making the constraints in an Action, make them in a Pose. Right mouse click on the name of your model in the PWS (Project Work Space), select "New/Pose/percentage" or "New/Pose/On/Off", set up your constraints in the Pose that opens then name that Pose in the "Properties/User Properties" of the model and turn the Pose on. Once you save your model, that Pose will become part of it. The saved Action doesn't have the model embedded in it. Open your model, then open the Action. If your model is the only one loaded, it will automatically be used by the Action. If you have more than one model loaded, AM will ask you which one to use for the Action. Hope that helps.
  11. that suggests the image may be too big Do you mean that the images are blank or that the images don't import when you make them TGA's? If it's that the images don't import, that's an easy fix, you would just have to change what image AM is looking for. Hope that helps.
  12. What you're looking for is something like this tutorial for the legs...an IK setup will prevent the feet from going through the ground. Here is another tutorial that might help. Also, Mack Chappelle has started making a tutorial that covers rigging an entire charcter...it's here. There is also a set of tutorials for sale that covers this...I don't have the link handy, but I'm sure someone will post it. If not, I'll look it up and post it later. Hope that helps. ---------------------- EDIT ---------------------- Here is the link to Barry Zundel's tutorials.
  13. Have you tried using something other than a JPEG? Convert the textures to TGA files and see if you have the same problem.
  14. I could have probably worded that better...what I meant was to go into the model's "User Properties", turn on the "right_leg_FK_IK" and "left_leg_FK_IK" poses, right mouse click on the "Auto_hips_(IK_ONLY)" Pose and select "Edit Relationship". Then, with the Pose turned on (which would be the default when you open the Pose to edit it), set all of the constraints to 0% enforcement before resetting the compensates. With all of the constraints at 0%, hit the compensate button before restoring each enforcement to its' original setting. Hope that helps, Dhar.
  15. When you open up the Pose, it defaults to being "on"...the first set of instructions for that Pose is for when it is "off". Open the "Pose Sliders" menu and set it to "off" to start this set of instructions. Hope that helps.
  16. It's the only null in the area you circled on that last screen capture, Dhar.
  17. Apply the Smartskin using an Action. Hope that helps.
  18. If you right mouse click on the Pose and select "Edit Relationship"...this will open the Pose for editing. Once there, expand the "Bones" folder, there you will see the bones listed on the document. The constraints you need to re-compensate are under the bones listed. Hope that helps, Dhar.
  19. I don't know, Dhar. So, you are selecting the model in the PWS? Do you have the "Properties" menu open? If you do, then look for the "User Properties" in there and expand it...that's where you should find them. Hope that helps.
  20. The above is part of your signiture huh? :-) No, but it probably should be...I use it a lot.
  21. Select the model in the PWS, then in the "Properties" menu expand the "User Properties". The same poses that are in the "Pose Sliders" menu are in there, except changes in that section will stay with the model if you save after adjusting them. Hope that helps, Dhar.
  22. The origin of the bones is the difference, Rusty. The shoulder_fan would lower the CP's as the bicep is rotated down, the bicep_fan would do a rotation more like the bicep. If you make an Action that rotates the bicep down, then go back and unhide the geometry bones at the start of the Action and scrub through it, you'll get an idea of what they do. Hope that helps.
  23. The shoulder fan bones move 50% like the biceps, Rusty. Since the shoulder is higher in the chain, it will move everything below it 100%. Hope that helps.
  24. The Poses will be set at "off" or "0%" in the model's "User Properties". Here are a couple of images that show what it should look like for both the arms and legs when beginning to reset compensates. Hope that helps, Dhar.
  25. Set the "Minimum" 'X' value to at least -6.5...if you make it a little more, it won't hurt anything. I would probably set it to -10.
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