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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. The "LowerTeeth" bone was used by Mark Strohbehn when using muscle poses for the face to tie the lower teeth to...when using the bones installation, I very rarely tie any geometry to it. The lips are weighted to the "lip_geom" and "lip_roll_geom" bones with those bones eventually orienting like the "LowerTeeth" bone (so you can use the "LowerTeeth" bone to move the whole lower lip). The "Maxilla" bone is the same thing as the "LowerTeeth" bone, but for the upper lip. The only examples at the moment are the Tinman and TinGirl for TWO, but I'm working on the next "Squetchy Thom"...he has a face. The weighting on the lower lip merges into the "Jaw" and "jowl" bone weighting. The "jowls" widen with the width of the mouth and are children of the "Jaw", so they will move with the opening of the mouth. The "nostril_geom" bones widen with the mouth, which causes the nostrils to flare and the area between the nose and the cheek to angle upward. The A Face Rigging Method tutorial will give you an idea what everything does if you don't have access to Tinman or TinGirl...but there have been quite a few updates since that time, so don't expect it to be exactly the same (it's far from the same). Hope that helps.
  2. I'm not sure what's happening there, Simon...you could delete the geometry, decals, etc, save it out as another model and post it. It would make it easier to figure out.
  3. A little over 700 bones all together. I'm happy to hear you got it figured out.
  4. I couldn't get the video to completely load (sometimes my internet connection doesn't play nice), but, maybe I can point you in a direction that might help. If you turn the euler limits off, does it go away? Usually that would mean that the calf and thigh aren't at the same angle...but the Posable installation doesn't allow that, so I don't think that's the problem. Open the "right_leg_FK_IK" pose, then (in the pose) turn off IK. If the incorrect rotation goes away, then resetting the compensate on the "right_thigh" might cure the problem. Reset the compensate with the Pose off and then with it on. It would actually probably be best to reset the compensates on everything with the Pose off and then on because it could also be the compensates on the "right_foot_control_IK" null. By everything, I mean the (in this order) "right_foot_control_IK", "right_ball_rotate_controller", "right_thigh, "right_foot_IK_roll" and "right_knee_controller". Hope that helps...if it doesn't, we'll try again. ---------------------------- EDIT ---------------------------- I left off the "right_foot_IK_roll" compensate when IK is on.
  5. I did some CP Weighting in the A Face Rigging Method tutorial (I think some at the beginning to illustrate and then toward the end) that might help. There is also some CP Weighting in the Squetch Rig installation tutorials...I think a little at the beginning and then toward the end in part 5. For mirroring bones, you might consider trying Steffen Gross' MirrorBone plugin...the information page for it is here. Hope that helps.
  6. I should have thought of that...makes sense. I was thrown off because there weren't any individual toes. I'm glad it helped.
  7. 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.
  8. 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.
  9. Sounds like it will work, Richard...if we need to tweak things, we'll tweak them to make it happen. Thanks for tackling that!
  10. Thanks to Mark and the Hash programmers! Once Richard gets his tweaks done, this will be insanely easy.
  11. I think it's v13s...the next update should have the fix in it.
  12. 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.
  13. Maybe something like this?
  14. You might also have "Mirror Mode" turned on...
  15. That was a great job, Matt! Congrats on landing the account!
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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?
  21. 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.
  22. 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!
  23. LOL!
  24. 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.
  25. 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?
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