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. I should have thought of that...makes sense. I was thrown off because there weren't any individual toes. I'm glad it helped.
  2. Umm.. hinge? I can barely follow the instructions for installing this thing much less comprehend how the two million bones actually work and where they're supposed to be.... Can you explain where to find and what they're supposed to look like? If it helps, just pretend you're explaining it to a second grader.. in special ed. after drinking a bottle of ny-quil.. in the dark.. with crayons.. in a mud hut in the middle of the serengeti.. or something.. If the leg jumps, it could be the euler limits on the "right_calf" and "left_calf" in the "Rig_Components/leg_constraints_folder/leg_constraints"...it might need to be able to bend a few degrees to the negative side. If the leg is modeled slightly bent, then that is probably the problem. Try setting the negative side of the "X" limit to approximately the amount the leg is modeled bent. Hope that helps. ---------------------------- EDIT ---------------------------- I'm not sure what's going on with the foot bones in the image posted...there's probably some compensate problems in there.
  3. Mark, could you briefly explain the current Z rotation export problem. Is it that all of the Z rotations are lost on export? Also, do you recommend David Simmons' bone face tutorial example model to use as a guide for face bone placement, or Tinman, or some other model? Any 'Z' rotations on bones isn't saved when using v13r or earlier, lost on export. Tinman is a good guide for the present face bones setup at the moment (although he has a few other add-ons that are character specific). I've got a character that I will be releasing in the next week or so that will have a rigged face...I intend for him to replace Squetchy Thom (at the moment I'm using him to work out the limb bowing, which I'm hoping to add soon). --------------------------- EDIT --------------------------- I will definitely get a tutorial out as soon as things get stabilized.
  4. Sounds like it will work, Richard...if we need to tweak things, we'll tweak them to make it happen. Thanks for tackling that!
  5. Thanks to Mark and the Hash programmers! Once Richard gets his tweaks done, this will be insanely easy.
  6. I think it's v13s...the next update should have the fix in it.
  7. The easiest way to go would be the 2001 rig for a first time, Mark...since you have Barry's tutorial, that would give you a step by step complete install that would also explain why things are being done, so that is a definite plus. For the Squetch Rig, if you wait until Mark Skodacek posts his Posable installation method it will be tons easier...it should be released sometime this weekend and will require the next version of AM (that should be out by Monday). It will make the positioning of the bones a snap...you will still have to reset compensates (which is still time consuming at the moment) and then do your CP Weighting though. If you go the Squetch Rig route, feel free to post, PM or e-mail me if you have any questions and I'll get back to you as fast as I can.
  8. Maybe something like this?
  9. You might also have "Mirror Mode" turned on...
  10. That was a great job, Matt! Congrats on landing the account!
  11. The description is a little confusing to me, Steve...a Project file would probably get your problem illustrated better. As for a guide to all constraints...the Technical Manual that is on the AM CD (or came as a hard copy with v14) would probably help you.
  12. I'm pretty sure that Victor hasn't and won't release that project, Igor...since Blit hasn't and probably won't be released. You could try asking him, but I don't think it will happen. His website is here.
  13. If you delete everything in the "Relationships/Bones" folder, you will only be deleting the Smartskins...if you delete everything in the "Bones" folder just below the model's name, you'll delete actual bones. Hope that helps.
  14. You won't need to dig into the folders, you can just delete the references to the bones (which includes the underlying folders) to get rid of the Smartskins. Leave the "User Properties Relationships", those are your poses. Hope that helps.
  15. Have you put the character into an Action, moved the legs until the wrong CP's move, right clicked on those CP's and checked the CP Weighting?
  16. There's a discussion about the hair shaders here and there's an explanation of how to apply and groom hair here. Hope that helps.
  17. You'll need to delete the euler limits on the forearms in the "Rig/Setup/Ik Arms Setup" Pose. Good luck on your rigging project!
  18. LOL!
  19. I would delete the constraints and make new ones, just to make sure you don't have something fighting you, Chris. As for the CP Weighting...I would check to make sure that some of the percentages on the CP's didn't default to the entire model, that can happen when renaming things. Hope that helps.
  20. I haven't actually tried doing a copy/paste/mirror with your model, Chris....but, in order for it to work you have to be consistent in your naming convention and the bones have to have some form of "left" and "right" in the name. I don't mean "r" and "l", I mean, "left", "right" or "LEFT", "RIGHT" or "Left", "Right". Have you tried that?
  21. Make sure that you made a Pose that is part of your model and that it is turned on...you may have just applied the constraints in the Action. Select the model in the PWS, look in the "Properties/User Properties" for your Pose, if it's not there you applied them in an Action, if it is there turn it on (then it will always be on). Hope that helps.
  22. That is very inspiring work, Dusan! Everyone involved has done a fantastic job. I'm looking forward to seeing the finished product.
  23. I love the style, Niels! Very economical on the splineage too...that's a winner.
  24. It looks like your "Right Thigh Orient" and "Left Thigh Orient" bones might not be in the right position since your thigh and calf bones are flipping backwards...I would check on those. Also, make sure they are parented correctly...as children of the "Right Leg Hinge" and "Left Leg Hinge" bones. For the arms, check the positioning of the "Right Bicep Orient" and "Left Bicep Orient" bones. Hope that helps.
  25. Kicking ass so far, David!
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