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itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Here's another update...the fixes are: --------------------------------------------------------------------- Fixed the hiding of the "left_shoulder_geom" bone. Fixed the percentage of "aim roll at" on the "hips_lower_controller" in the "Auto_hips" pose. Checked the "upper_lip_to_Maxilla" pose, it was specific to the Posable rig and Mark fixed that. Added "right/left_thigh_bow_Y" poses in the "Animation_Controls/Leg_Controls" folder...they work the same as the arm versions. I initially thought they wouldn't be needed, but, after some messing with it, I found out they are. Updated the compensates resetting documentation to reflect the changes in this version. ---------------------------------------------------------------------- Mark should have the Posable update posted tomorrow sometime barring any complications. If you are using v11.1, you'll need the DLL files located here, there are instructions for installing them inside the ZIP file. You will need the InstallRig plugin for all versions. There is more information and additional versions on the Wiki. If anyone finds something that needs to be corrected, let me know and I'll fix it as fast as I can. ------------------------------------------- EDIT ------------------------------------------- The next update is located here. These files were deleted.
  2. Yes, you set those constraints to 100%, but press the "compensate" button first...then it should stay in place. Hope that helps, Phil.
  3. Yes Holding the CTRL key down makes the geometry move with the bones when using translate mode. The interface should end up in front of the face...look at Squetchy Sam for a reference. It shouldn't. Hope that helps.
  4. itsjustme

    STEP 6

    Sorry about that, Mark.
  5. Here's an updated standalone set of FACE installations. There are three versions, FACE by itself, FACE with tongue and FACE with the entire bones face rig. The installation plugin will need a bone named "head" to parent everything to. These should work for v11.1, v12, v13 and v14. If you are using v11.1, you'll need the DLL files located here, there are instructions for installing them inside the ZIP file. You will need the InstallRig plugin as well. If anyone finds something that needs to be corrected, let me know and I'll fix it as fast as I can. ------------------------------ EDIT ------------------------------ This file was deleted, the next release of this is here.
  6. Here are a couple of example videos (Sorenson3 encoded Quicktime files, no audio)...one for how the limb bowing controls work and one for the scale-to-reach controls. While messing with this, I found out that the in the "left_shoulder_geom" bone wasn't being hidden. To fix this, delete the reference to that bone ("left_shoulder_geom") in the "Show_and_Hide_Rig_Components/hide_non_tweaking_bones" Pose for now. I'll make sure it is corrected in the next release, but I'll wait for a little while to make sure there isn't anything else that needs fixing. arm_bowing_example.zip arm_scale_to_reach_example.zip
  7. Okay, I've taken way too long getting this done...and he could be better, but, here's a rigged character to use as reference, Squetchy Sam. He should be a decent guide for doing your CP Weighting and checking your poses against. The chest in/out weighting is pretty sloppy...I didn't realize I hadn't done it until I was about to upload. I'll go back and tweak that and a few other things for any future releases of the rig. The new toys are located in the "Animation_Controls/Arm_Controls" and "Animation_Controls/Leg_Controls" folders for the limb bowing and the "Animation_Controls/Squetch_Controls/ARMS" and "Animation_Controls/Squetch_Controls/LEGS" for the scale-to-reach stuff. The updates are listed in the first post in this thread. If anyone finds a problem, let me know and I'll get it fixed as fast as I can. ---------------------------------- EDIT ---------------------------------- The next update is located here...I deleted the versions located in this post.
  8. The installation bones have "INSTALL" in their name, everything after the word "INSTALL" is the parenting information...the part of the name before "INSTALL" helps to keep from trying to name two bones the same (which wouldn't work). The InstallRig plugin deletes any bone with "INSTALL" in the name and parents the bones according to the parenting information...there is also the ability to set a bone as attached to parent by using "(attached_to_parent)" in the name. I made a tutorial on how to put together an installation rig that is located here...there is also a link on the Wiki page, which is in my signature. Hope that helps, Rusty.
  9. It would pretty much be just deleting the body stuff for the head installation and deleting the head stuff for the body installation, Rusty. For installing a head on a non-Squetch Rig it would also mean changing the parenting instructions for the InstallRig plugin...still, not a problem. The neck in the Squetch Rig is driven by the head, so no problem there. I just need to know what bone you want everything parented to...if it's the Squetch Rig, then I wouldn't have to change anything. I do what I can...let me know what you need and when you need it.
  10. I'm just happy it's doing the job you need done, Rusty...that's the goal. As for your specific need...are you saying you just want the head because you already have a body rigged with the Squetch Rig, or you have another rig/no rig that needs a Squetch Rig head? I could fix up a special version for you whichever the case is...I just need to make sure which way. Or is it something else that I'm not getting?
  11. itsjustme

    STEP 6

    Me again. A few more questions: I just positioned the cheek, jowl and nostril slider to mach the positions you show in the screen grabs. But I don't know why I positioned them there. If I were to position those bones on another modes, what am I looking for here? Again, which facial landmarks should I aim at? And what are the purposes of those bones? How ar they going to be used? I had a vague intuition that those bones are there to pull the naso-labial furrow dring a smile or a whide mouth but then the "cheek" position would not be positioned correctly. So that is probably not what I think it is. BTW, I found the name "nostril" confusing. I was expecting this end to match with the nose nostril in some way. The cheek bones start at around where the cheek bone would be, just below the eye toward the outside of the face. They aim at the nostril target nulls...which are children of the mouth corner bones. So, when the mouth widens, the cheeks will move outward and upward. They also translate upward when the nose is raised. The ear bones are positioned in the same place as the cheek bones and do the same thing with a smaller percentage applied. The jowl bones start at around the point where the neck ends and the jaw area starts. They also aim at the nostril target nulls, so they move outward as the cheek bones do (but flair in a downward direction). They are children of the jaw, so they translate downward with the jaw. The ends of the jowl and cheek bones meet at the nostril target nulls, which should be at around the level of the corner of the mouth at the farthest forward point of the face before it starts to curve toward the back. I hope that makes sense...I show the placements in the first installation tutorial, that might help. The nostril bones aim at the nostril target nulls with a compensate and help to get the crease you get at the sides of the mouth while flaring the nostrils. The flaring of the nostrils is what I was thinking about when naming them...we can call them whatever we want though if you think that is too confusing. The "nose_center_right/left_geom" bones are for widening/flaring the center of the nose slightly...they orient like the nostril bones at a reduced percentage. I should have an updated example posted soon, but the Tinman and TinGirl have the previous incarnation of this setup. Hope that helps, Yves.
  12. itsjustme

    STEP 6

    I usually make the jaw go through the chin...but whatever rotation you put on the jaw will be compensated later. I've changed where I put things now...the other way still works, but now what I'm doing is making the origin (the height of the center of the mouth, "0" on the 'X' axis and with the 'Z' at the center of the head bone) of the "LowerTeeth", "Jaw_geom" and "Maxilla" the same (and I make the lip bones' origin the same as well...it's the origin of the mouth installation bone). Then, I make the "Jaw_geom" go through the chin, the Maxilla go through the upper lip and the "LowerTeeth" go through the lower lip. The "Maxilla", "Jaw_geom" and "LowerTeeth" bones can be whatever length you need...I use the lengths I mentioned to make them easy to manipulate and identify. The mouth bones should be scaled to the lips as shown...those would make a difference. The positioning isn't extremely critical on the "LowerTeeth" since the mouth bones are tied to it using constraints that will have compensates on them...the same is true of the "Maxilla". The mouth bones' and "Jaw_geom" are important though. Hope that helps, Yves.
  13. I think any problems have now been worked out. Here's the latest versions...the Posable version that matches this update is located here. If you are using v11.1, you'll need the DLL files located here, there are instructions for installing them inside the ZIP file. You will need the InstallRig plugin for all versions. There is more information and additional versions on the Wiki. If anyone finds something that needs to be corrected, let me know and I'll fix it as fast as I can.
  14. itsjustme

    STEP 4

    My naming may be inaccurate...I think they should be called "metacarpals".
  15. itsjustme

    STEP 4

    You don't have to scale the end finger/thumb bone to the tip of the finger, but, there are some underlying nulls that you can unhide that wouldn't be at the end of the finger as intended. I don't think there would be any other problems when not scaling it far enough. The other issue Mark would be better able to answer.
  16. If you run across any other TWO character where the heel raising doesn't work as it should, let me know and I'll get it fixed, Yves.
  17. As Mark said, the Posable installation can't be manually installed in the same way. This recent set of updates was pretty extensive, so there are a few more bugs, it should settle down in a day or so. Mark and I have been coordinating our efforts. I'll be posting another bug fix late tonight, just in case I find anything else. I e-mailed Mark, so his next version will have the fixes that I am aware of at the moment. I'll be using tomorrow's date in the next version...05_02_2007. As far as I know, it will be stable at that point. Sorry for any inconvenience this is causing anyone.
  18. Wouldn't you know it...shortly after posting the last update, I found something else to fix. I had to re-order the Poses in FACE because of a change I made to the eyelid constraints...it should be fixed now. If you are using v11.1, you'll need the DLL files located here, there are instructions for installing them inside the ZIP file. You will need the InstallRig plugin for all versions. There is more information and additional versions on the Wiki. If anyone finds something that needs to be corrected, let me know and I'll fix it as fast as I can. --------------------------- EDIT --------------------------- The next updated is located here.
  19. This one is a bug fix. A huge thanks to Mark Skodacek for finding and tracking down the problem (it was buried pretty deep). If you are in the middle of an installation, you can put the fix in by deleting the Relationship in the "Rig_Components/arm_constraints_folder/arm_constraints" pose then dragging that same Relationship from this version onto your model. Mark should have an updated Posable installation posted in the next day or so. It will have this fix and some additional Posable Rig specific optimizations. If you are using v11.1, you'll need the DLL files located here, there are instructions for installing them inside the ZIP file. You will need the InstallRig plugin for all versions. There is more information and additional versions on the Wiki. If anyone finds something that needs to be corrected, let me know and I'll fix it as fast as I can. ---------------------------- EDIT ---------------------------- I found something else I needed to fix...the next fix is located here.
  20. It was a very good question, Rusty. We'll see what direction the answer takes. If anyone gets some successful experiments, please share them with the group. When I get some time, I'll do some messing with it too. You should be able to drag any Smartskins you added from your previously rigged model onto the newly updated installation, so you wouldn't have to re-do those. The InstallRig plugin removes all of the installation bones, so no problem there. The geometry bones don't change usually...they changed significantly this time because of the limb bowing needing each section divided into four, but this is the first change in those in quite a while. I also added some roll geometry bones to the corners of the mouth...the other lip bones already had them. The updates are driven by bug fixes, improvements and features. I don't know if updates will drop off to once a year, but anything is possible. There's always a better mouse trap. Right now, I've got one planned update to the rig that needs a little more fleshing out...so I know that that will be added eventually. I also have a few add-ons that I need to tackle. Things have been moving very quickly from my point of view...it's hard to keep up sometimes, but I like where it's going.
  21. Unfortunately, I wasn't able to view the video...sometimes my connection does this. So, what you're saying is that the "right/left_ball_rotate_controller" doesn't already do this? The "right/left_heel_controller" is for doing things like wrapping the foot around a balance beam types of things. Am I misunderstanding, George? ----------------------------- EDIT ----------------------------- I tried several times, but I still couldn't get the video to load more than one frame. I went ahead and made a quick little video of the right_ball_rotate_controller's use. Is that what you need, George? ----------------------------- ANOTHER EDIT ----------------------------- I checked Tinman...someone sometime moved the "left_ball_rotate" and "right_ball_rotate" bones. They were located where the toes connect to the foot initially. I'm not sure when or why they were moved, but it messed up the ability to do what I showed in the attached video. I corrected all the versions of Tinman, so re-download him and it will react better. right_ball_rotate_controller.mov
  22. It's a good question, Rusty...I haven't thought about making something that will upgrade a previously rigged character. I'll have to do some thinking on that. I could probably make some "update" versions...I think it would work, I don't see why not. I'm guessing most people just put the update in a folder until the next character needs rigging...unless it's a critical fix. Thanks for the question, Rusty...I'll see if I can get an answer worked out. Here's a thought...if you use the Posable installation, you can save the Action out for future use. Then, you can start a new installation on the unrigged model and use Transfer_AW to transfer the original CP Weighting. It makes sense in my head. What do you think? The only problem I see is if the geometry bones are changed...it would mean a little CP Weighting. -------------------------------- EDIT --------------------------------- I forgot to specify to use the original Action file for the second installation.
  23. No George, the Posable version of the rig is added on to this...it's some added installation bones and a bunch of additional poses. Mark will post an update that matches this update soon...probably tonight some time.
  24. It's a good question, Rusty...I haven't thought about making something that will upgrade a previously rigged character. I'll have to do some thinking on that. I could probably make some "update" versions...I think it would work, I don't see why not. I'm guessing most people just put the update in a folder until the next character needs rigging...unless it's a critical fix. Thanks for the question, Rusty...I'll see if I can get an answer worked out.
  25. Here's a pretty big update to the Squetch Rig. Thanks to Mark Skodacek and David Seymour for their help in getting the additions in this release. --------------------------------------------------------------------------------------------------------------------------------------------- Limb bowing has been added...the bicep/forearm/thigh/calf bones have the ability to bow using percentage poses in the "Animation_Controls/Arm_Controls" and "Animation_Controls/Leg_Controls" Pose folders. The limb bowing also added subdivisions of the biceps/forearms/thighs/calves...each is divided into four now. Which adds the ability to squetch each subdivision. The bicep flexing uses the added underlying squetch nulls (which can be unhidden using the on/off poses in the "Animation_Controls/Squetch_Controls/ARMS" and "Animation_Controls/Squetch_Controls/LEGS" folders) and is driven by two percentage poses in the "Rig_Components/arm_constraints_folder" that automatically gradually turn off the bicep flexing as the arm is stretched. Those poses can be manually adjusted if necessary...they adjust the amount of flexing that will occur, they don't actually flex the biceps. The elbows and knees can be bent in any direction using the rotate manipulators in FK...which works very well with the limb bowing already mentioned. The arms and legs can scale-to-reach the IK controllers in IK...you can also set the point at which the elbow/knee bends when squashing. This means that you can stretch out the arm/leg and have it bend on the return to normal/squash at anywhere from 10% to 200% of the original size. The Poses are located in the "Animation_Controls/Squetch_Controls/ARMS" and "Animation_Controls/Squetch_Controls/LEGS" folders. There are improved mouth in/out poses...it is actually a simpler design, but does a lot better job. Also, the in/out poses are divided up into more subdivisions so that you can get a more natural look. The eyelid geometry bones got re-parented to make Smartskinning the eyelids easier...just apply the Smartskins to the eyelid_geom bones and the auto eyelid stuff will work with it. There are now 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. ---------------------------------------------------------------------------------------------------------------------------------------- I'll post the example model that will replace Squetchy Thom in the next day or so...I still have to add a few poses to his face. There will be more installations posted soon, these are what I have finished at the moment. If you have v13s or better, I highly recommend Mark Skodacek's Posable installation tutorial which starts here. Mark will be posting an update to the Posable installation model pretty soon. If you are using v11.1, you'll need the DLL files in the ZIP posted here, there are instructions for installing them inside. You will need the InstallRig plugin for all versions. There is more information and additional versions on the Wiki...some of it will get updated by tomorrow. If anyone finds a problem, let me know and I'll fix it as fast as I can. -------------------------------------------------- EDIT -------------------------------------------------- There is a bug fix for this version in this post, I deleted the rig files in this post. v11_install_plugin_dll_files.zip
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