-
Posts
5,788 -
Joined
-
Last visited
-
Days Won
59
Content Type
Profiles
Forums
Events
Everything posted by itsjustme
-
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.
-
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?
-
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.
-
That is very inspiring work, Dusan! Everyone involved has done a fantastic job. I'm looking forward to seeing the finished product.
-
I love the style, Niels! Very economical on the splineage too...that's a winner.
-
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.
-
Kicking ass so far, David!
-
Very generous donation, Riste! Congratulations on placing in the competition!
-
Here's a snippet from the U.S. copyright site...from this page.
-
LOL! I like them too, Caleb! If I were you though, I would change them enough so that you could use them for commercial purposes...you know, change the Batman emblem, alter the Wolverine a little. You did that with the Super Bean, so I'm guessing you would think about doing the same to the others. The reason I'm suggesting this, is because then you wouldn't be limited in what you could do with the characters...it's a great idea. Good luck on your project!
-
Check to make sure that "Simulate on the fly" is set to "on" in the dynamic constraint. Then, instead of playing your animation, quickly scrub through it back and forth...that should increase the effect. Hope that helps.
-
I believe there's a student discount for AM as well...I think it's the same price as the discount you get from buying it at an event. It's not listed in the online store, so e-mail Hash to be sure.
-
You could probably use Marcel's plugin located in this thread. Hope that helps.
-
You could just render the image larger than you need and then scale it down in a paint program...I could be wrong, but I think "oversample" is gone now.
-
It looks like you could get rid of some of the forehead splines by ending them in hooks in the brow, get rid of some of the splines in the lower and upper lips, delete a couple of the splines in the upper eyelids and run the spline from the edge of the bottom of the nose to the outer spline that is presently encircling the mouth...to give you a natural crease when the mouth widens. Nice work so far, Steve.
-
The upgrade is only $99...so, a lot less painful.
-
--> QUOTE(Sruli B @ Dec 20 2006, 11:19 PM) 210381[/snapback] Why does AM keep on making that annoying Windows "dong!" sound when I run it? It seems to happen randomly, every minute or two. Any suggestions? Thanks, Sruli It has never done that on my computer...check your Windows sounds, you can turn them off, Sruli.
-
They both appear to work now, thanks for taking a look, David.
-
Just a real quick fix update on the biped rig. This one makes the bottom percentage of three sliders ".01" to avoid problems similar to the "Blink" pose not working correctly. The poses affected in this version are "Blink", "neck_SQUETCH" and "spine_auto_SQUETCH". If you have a previously installed version, setting the bottom end of those poses to ".01" will update it to this version. Thanks to Bob Croucher for the solution to the problem! Thanks to Mark Skodacek for finding the spine and neck pose problems. I updated all versions to stay consistent even though this is a v13 specific phenomenon. If anyone finds a pose that exhibits this same problem, let me know and I'll get an update out as soon as I can. The "InstallRig" plugin is located here.
-
Sorry if I added to the "noise", Yardie...I was answering a question. In my opinion, it was harmless. I have also found that I have learned things from random mentions that people have made, so not everything off-topic is useless. Does answering the same question ten or twelve times count as noise? I've done that with a lot of my posts...I should probably curb that, huh?
-
Relaxed poses aren't a problem, Mike. The thing to remember is that the arms and legs are going to have an axis that is a straight line...the bend of the arms and legs is going to have that. In the case of the Squetch Rig, make sure that when you adjust the bicep/forearm or thigh/calf that you only rotate them on the 'X' axis so that the 'Y' and 'Z' axes are the same on the upper and lower part. The reason for this is that there is a limit set on them that will give you some strange results if you don't maintain that line. Other than that, as long as you follow the installation instructions, you should be alright. As soon as Mark Skodacek gets his poseable installation method finished, it will be a lot easier. I'm not sure how long that will take, it is presently waiting on a fix. Hope that helps.
-
I found this..."for example"="e.g." (exempli gratia), "that is"="i.e." (id est). I always wondered where they came from...sometimes the internet is cool. I just threw in the "i.e." because it was also mentioned on the link.
-
Here's another update to the biped rigs. All versions have more accurate squetching on the arms, legs and torso (should get rid of any odd sizing quirks when squetching a single bone in a chain) and a slight re-positioning of the leg, arm, torso and main hand bones (fingers and Hand Gizmo are the same). Squetchy Thoms' hands have been re-worked a little so that the thumb is in line with the last updated version's thumb bone positions. The v13 versions have an improved IK/FK switch that should reduce the slight twitch when changing from FK to IK. I have also attached simplified versions of the arm and leg setups for dissecting (the thigh, calf, bicep and forearm bones would normally be hidden when in IK, but I left them visible in the examples). This update is not the poseable installation method that Mark Skodacek is working on, that is waiting for a fix. The InstallRig plugin is located here. As always, if anyone finds something I missed, let me know. I'm going to try to get the Quadruped update posted in the next day or two...depending on how much time I end up having. v13_IK_FK_switch_examples.zip