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Everything posted by itsjustme
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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
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I have had that happen if I don't have Internet Explorer as my default web browser...maybe that's what's going on with you, Tony. The community window seems to prefer that to Firefox (which is what I normally use). Hope that helps.
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From the sound of it, I think you need to be going through rigging tutorials, Tony. A couple of things to look for would be "dynamic constraints" and the "Newton" plugin...and just some all around rigging tutorials. There are some in the Tutorials section of this forum, there are some examples of the "Newton" plugin capabilities located here and some general rigging tutorials located in the constraints section of the ARM. Hope that helps.
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They are ZIP files, but inside those should be Quicktime videos, Caroline...unless my memory is failing me. So, there shouldn't be a problem with Mac's being able to view them.
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I agree with Matt, there does look like a peaked spline is in there. I would get rid of one of the knee spline rings, space them apart more, move the thigh spline ring to the middle of the thigh, reduce the number of splines that run vertically (minimum four, six or eight would be better than what you've got presently), get rid of the lowest crotch spline, add a ring toward the top of the thigh and probably re-work the ankle...I would at least add one more spline ring at the ankle, but I would probably make the foot of the boot flow better into the upper part as well. Less is better...usually. Only use the amount of splineage that is necessary to get what you want. Hope that helps, Al.
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Maybe if you put it in a ZIP file it will take it...sometimes it's the file type, sometimes it's just too large of a file.
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It looks like he's moving too fast for that walk...I would make a single walk cycle Action with stride length and then just have that repeat as he walks along a path in the Choreography. Also, there's very little torso movement in what you have so far, the body should be moving up and down some along with some side to side "S"-like movement. Hope that helps, Steve.
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faild to get into the competation
itsjustme replied to Jin-Kazama's topic in Work In Progress / Sweatbox
Nice! Great work as usual, Waheed. -
He looks great, Mike! The only critique I have is that the pupils look strange that far outside of the whites of the eyes from the side (in the animation, the still image looks fine...maybe because the pupil is blurred some in the still and just looks closer).
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Very nice work, Ken!
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I'll get a v11.1 and v12 rigged character done when I can get some time, Drvarceto. I completely understand, I've just been extremely busy and things have been changing very quickly...there are a couple of other things that I'm working on that I'm hoping to add/modify to the existing rig. The next character that I start from scratch, I'll make sure it gets put out for v11.1...I don't know when that will be, I don't have a character at the moment that I would release. If you or anyone else has a character that they are willing to release to the general public, it would speed up the process (it would have to be modeled in v11.1 or v12).
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Yes, the FACE controllers need to have their poses made. What I do is get the underlying face rigging set up and tweaked, then I use those underlying poses to make the poses that the FACE controls manipulate. If you have access to SVN, both the TinWoodman and the TinGirl have face rigs using bones that are controlled by the FACE interface...those are the only two examples that I have made at this time, unfortunately (eventually there will be more). --------------------- EDIT --------------------- Oh, the TinWoodman and TinGirl were made in v13...I'll have to make sure there is a v11.1 and v12 model with its' face rigged with bones. I don't have my brain working too good at the moment.
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Maybe I'm misunderstanding, Drvarceto. Are you talking about the on-face FACE controllers or are you talking about the bones rigging for the face? The on-face FACE controllers won't do anything until the poses are filled, but the bones in the face rigging will move when the "Jaw", "Maxilla" and "LowerTeeth" bones are moved around. I checked the v11.1 rigs and was able to move the bones necessary to move the face rigging.
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If you manipulate the "Jaw", "Maxilla" or "LowerTeeth" bone, you'll see things move around...you'll have to unhide everything in the "Show_and_Hide_Rig_Components/hide_face_setup_bones" folder. You will also have to unhide the "Maxilla" and "LowerTeeth" bones. You can also use the lip poses in the "Animation_Controls/Face_underlying_controls/lips" folder to move things. Some of the poses are empty, like the lip curling poses, but there's quite a bit that will work. Hope that helps, Drvarceto.
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LOL! You are a scary man, David!
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My new Character "Opi" (->grandpa)
itsjustme replied to Fuchur's topic in Work In Progress / Sweatbox
I found it here. Nice. -
I'm not a Hash employee or representative, but I can tell you that I know of at least one user in South Africa...as far as I know, he had it shipped there.
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I missed putting in a pose for Mark's shoulder update, this fixes that...sorry for any inconvenience. Thanks for double-checking me, Mark! The InstallRig plugin is located here.
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A significant shoulder upgrade in this one, thanks to Mark Skodacek...it's very cool. Also, all of the Preston Blair phonemes are set to a 40% dopesheet default. The InstallRig plugin is located here.
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This update improves the shoulders. There are now poses in the "Animation_Controls/Arm_Controls" folder. When the "right/left_arm_move_with_shoulder" poses are "on" the arm will move with the shoulder in the way it was prior to this update, with them "off" (the default), the shoulders will be able to shrug without adjustments. Thanks to Robert Holmen for pointing this one out. The InstallRig plugin is located here.
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Moved the ear targets to get better control...that's the only change in these. The InstallRig plugin is located here.
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This update adds another controller for the eyes, the new slider and on/off poses are located in the FACE controls folder at the bottom. Now you have two options for controlling the eyes. I also fixed the eyes in the Quad rig, the nulls needed to be renamed. Sorry about that one. If anyone finds a problem, let me know. The InstallRig plugin is located here.
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Sorry to update this one so quickly...I didn't add some of the things I thought I did, I think. I added the "auto_Hips" and "auto_Shoulders" poses in this update. The InstallRig plugin is located here.
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Here's the updated Quad Squetch Rig...I updated the tail, the ears didn't need updating. Here's also an add-on for three basic toes for each foot of the Quad Rig. You can just import the toes model into your quadruped model that has the Quad Squetch Rig in it, use the installation bones to position the toes and then run the "InstallRig" plugin. If anyone finds a problem let me know. The InstallRig plugin is located here.
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Here is the present state of the Quad Squetch Rig...in case the DVD hasn't been finalized yet. The neck is now a three section IK chain. I'm probably going to upgrade the ear and tail controls tomorrow, at least that's my plan. If anyone finds a problem that needs to be fixed, let me know. The InstallRig plugin is located here.