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Everything posted by itsjustme
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I'm thinking that what you really want is just the face rig separate, Rusty...that would mean that everything that is a child of the "head_geom_front" could be deleted on a character along with the FACE bones, poses and geometry and the "Face_underlying_controls" poses. Then, you could install one of the standalone FACE installations. Of course, those installations are looking for a bone named "head" to parent everything to, so you could either re-do the parenting in the installation rig, re-name the "head_geom_front" bone to "head" or copy the "head_geom_front" bone as a child of that bone, name it "head" and then delete it after you do the installation. The standalones would also work with other rigs if the character has another one already installed. You could make your own FACE/face rig installation by deleting everything under and including the "base_bone_INSTALL" and all Poses other than the FACE, "Face_underlying_controls", "hide_face_setup_bones" and "hide_FACE_non_tweaking_bones" poses, all Smartskins other than the FACE ones should be deleted as well. Hope that helps.
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David Rogers' book would be the way to go. Hope that helps, Tom.
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You can use bones for that too...the bones setup in the Squetch Rig uses bones for the mouth as well. For eyelids, I use the eyelid bones for about 80% of the movement with some Smartskin for the remainder. I'll be using strictly bones soon though. You can use muscle movement as well, but to get a good arc you will have to put in more keyframes. Muscle movement moves in straight lines.
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I broke some things in the limb bowing on the last update, so, this corrects them. It also makes the "Y" bowing poses able to work on their own now. Squetchy Sam's eyes widen better, his neck splineage and weighting is a little better, his chest in/out and stomach in/out poses are better, modified the center of Sam's face a little and adjusted the upper nose weighting for improved Sneer poses. Also, the compensates documentation has been updated. Thanks to Paul Forwood for giving Sam a going over. Mark should have the Posable update posted today 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 ----------------------------------- These files deleted, the next update is located here.
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I'm pretty sure you're looking in the wrong place, Eric. When you make a new Pose, the sliders appear in the "User Properties" of the model (that's where you would set something to where it was the way you want it whenever opening the model in an Action/Choreography to start), but, if you open the model in an Action or Choreography, the "Pose Sliders" menu will show the Pose and will function in that Action/Choreography...when you're not in an Action/Choreography, the "Pose Sliders" menu is empty. Hope that helps.
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Roger Reynolds has some mechanical modeling tutorials in case anyone hasn't seen them. The more tutorials, the better. If you're willing to make them, I'm certainly going to check them out.
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Okay, I had to ask...why a bullseye? It may not be the symbolism that is intended, but that's what it looks like. Trying to spook the pedestrians, Dan?
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I updated the versions of Squetchy Sam in this post...the underarms were bothering me. I'll sync back up the naming when a new version is made...which will be a while, unless there are problems found.
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As Mark said, if there aren't any bone changes, you can just replace Pose Relationships. If there are bone changes, re-doing the installation using the old Action then using Transfer AW to transfer the CP Weighting sounds like it should work. I haven't tried it, but it works in my head.
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The Poses for the FACE controllers need to be set up. If you are using the bones face rig that is standard in the rig, you'll need to set up the "Animation_Controls/Face_underlying_controls" folder then the "Animation_Controls/FACE Interface/Lower Face Poses" and "Animation_Controls/FACE Interface/Upper Face Poses". Squetchy Sam is a rigged character that you can use as a reference (pull all the levers and see what moves)...he's located in this post. There isn't a step-by-step tutorial yet...the closest thing is a tutorial that is for how to build a similar setup that I made a couple of years ago. It's located here. There have been quite a few changes/updates since then, but it will give you an idea of how things work. Once the "Animation_Controls/Face_underlying_controls" are set up, it's pretty easy to do the FACE Poses...Mark Strohbehn did some tutorials on setting up FACE using muscle-based poses here. The difference is that, if you use the bones setup, the "Animation_Controls/Face_underlying_controls" drive the FACE poses. Hope that helps, Phil.
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Nice! Incredible work, as usual, Will!
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The origin of the shoulder bone is at about where the collarbone starts toward the center of the body, but in the center of the torso. The end of the shoulder bone goes at approximately the center of the bicep at the point where you think it should bend. Of course, these are just my preferences...you might find something that works better for you. Hope that helps, Rusty. ----------------------- EDIT ----------------------- I show the method I use to determine these locations in the original installation tutorials, they may be helpful for that even though there are a lot of things that have been updated since then.
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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.
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Yes, you set those constraints to 100%, but press the "compensate" button first...then it should stay in place. Hope that helps, Phil.
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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.
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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.
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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
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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.
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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.
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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.
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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?
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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.
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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.