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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Not a problem, Drvarceto. I'm sorry it has taken so long to get to it. As far as updating a previous installation, it would depend on which version you have installed. For v11, if you have the latest posted version installed, it would just be a matter of replacing the "left_leg_FK_IK", "right_leg_FK_IK", "left_arm_FK_IK" and "right_arm_FK_IK" poses and resetting the compensate on any of the poses that need it...which would more than likely be in the legs. As long as all of the bones are the same, it should work. The latest changes that I haven't posted affect the method of installation and the FACE controls.
  2. For a video screensaver in Windows, I use AVISaver...it's free and very good. To download, right mouse click on the download link at the bottom of the page and select "save as". When I just clicked on it I got an error. Hope that helps.
  3. Very cool, I'll see how fast I can get the tutorials done...sorry it has taken so long so far, it has been very hectic for a few months.
  4. Okay, give this one a try. I think the culprit was a constraint on the toes.
  5. Hmmm, I'll see if I can find the problem, Drvarceto. I thought I knew what the problem was, I'll do some experimenting.
  6. Just an update so that the v11 users know that I'm making some progress. What I've been doing is rigging Tinman's face for TWO, adding the FACE updates and face rig from Tinman to the v13, v12 and v11 installation rigs (after running it by Mark Strohbehn), updating the installation methods in those rigs and now I'm going to start on the installation tutorial videos. Here's what the v11 rig will be like (minus FACE) in Squetchy Thom. Initially, I was going to go with a different IK/FK switch on the arms and legs, but doing it this way will make it easy to upgrade a character that has been rigged to the v12 or v13 rig. Which means that the IK/FK switch on the arms and legs are on/off switches and there are a few bones that serve no purpose. It also means that upgrading the rig would just be a matter of changing out four poses and re-adjusting the compensate on a couple of constraints, which is about as painless as it can get. Anyway, v11 users, give this a test run and if you have a problem with something let me know. I'll put out the installation versions when I get the tutorials finished.
  7. I think that if you watch the tutorials here, it will give you more information on which to base your decision. Hope that helps.
  8. No, there were several that were begun in v12 and added to in v13...so I don't think that's the problem. I have QT7, it's probably my provider...things like that have happened before.
  9. I got an error while downloading....are you using the Squetch Rig or something else, Paul?
  10. Very cool! I'm looking forward to the animation.
  11. Not a problem, T. I'm always learning something new, so, I'm not at a level where I would agree with you on the "master" label. I'm glad the tutorials are helping you though. I should have a few more tutorials finished in the next few weeks if all goes well.
  12. You're probably not doing anything wrong, but the enforcement defaults to a "hold" type of interpolation. All you should have to do is to select the constraint in the pose, open the timeline (Alt+2), select the point at zero on the graph, right mouse click and select the "linear" interpolation method. Hope that helps.
  13. Let's say you have the left side rigged, you can save a copy of the model as something like "right_side.mdl", select the base bone of the model, hit "S" for scale, scale it to -100 on the 'X' axis and save the file. Close AM, open the "right" model in a text editor and do a search and replace making "left" change to "right"...you should have named your bones with left or right in the name. Save the file as an "MDL" file, not a "TXT" file. Then, open your original model, import the new model and then delete the secondary bones that usually occur in the center of the character, like the head, spine, etc. Save out the combined model. Looks good so far, Robert!
  14. The FK/IK switch was developed in v12 (in December, so even in v12 before December it wouldn't work), so you would get circularity errors in v11 since you wouldn't get anything baked to prevent those kind of things. What the v12 & v13 rigs do is to have bones that control in IK controlled in FK by the bones they were controlling in IK and the bones that control in FK are controlled by the bones they control in FK in IK (I hope that is a clear explanation). The euler constraint also had a problem until sometime in December that made the leg and arm chains unable to fully extend when being manipulated from the end of the calf or forearm. The installation plugin was coded using v12 methods and won't work in v11. So, that's why the v11 version of the rig has to be different. The only way it wouldn't be different is if Hash went back and put out a new version of v11 with the fixes necessary.
  15. Sorry it's taking so long, Sharky. I actually have three or four things in the works right now, one of them is the v11.1 of the rig. I'm hoping to kick out several things all at the same time...maybe not everything at once, but that's what I'm trying. There are going to be a couple of differences in the v11.1 version that can't be helped...the IK/FK switch on the arms and legs will be replaced by a percentage pose to transition from IK to FK and back, the FK will not be able to follow the IK's positioning and the IK will not be able to follow the FK's positioning, the euler limits on the arms and legs won't play nice in v11.1 (I haven't decided what I'm going to do about that yet) and the installation plugin won't work in v11.1, so you will have to manually re-parent the bones when installing. Look again sometime at the end of the week, if I'm lucky I'll be done by then.
  16. She looks very cool, Jeff! The only thing that is bothering me is the base of the neck...I'm not an anatomy expert, so I may be way off. I would make it more abrupt than it is at present...a less gradual transition from neck to torso by keeping it thinner until closer to the torso. Like I said, I could be completely wrong.
  17. The model color of the installation version is that yellow...I use it to figure out what CP's aren't assigned yet. If you've already textured something, just the underlying color will be yellow...you can just select the model in the PWS and go to the "Surface" tab in the "Properties" window and change it to whatever color you want the base color to be. Hope that helps, Steve.
  18. That kicked ass, Robert!
  19. I was referring to my personal experience, your mileage may vary. I can't use a mouse for extended periods, but I have no trouble using either a Wacom stylus or a laptop with a finger pad. Like anything else, you get used to them. I had days where my right hand wasn't able to grip anything after extended use of a mouse, and ended up missing some work and having a visit with my doctor about it. You can argue about the initial cause, but, if it hurts, I don't do it. So, I had to take those feats of hand strength off of my resume.
  20. Personally, I would opt for the Wacom tablet over a mouse no matter what the situation...using a mouse aggravates my tendency toward carpal tunnel. Also, in some paint programs you get the added benefit of pressure sensitivity. The Wacom I have came with a mouse that works with it as well...I don't use it though.
  21. Just a heads up for anyone using Quicktime Pro to convert video files to MOV files. I forget if this happened with previous versions, but, with Quicktime Pro 7, the video file you are converting can't be just sitting on the drive by itself, it has to be in a folder (any folder) or you get an error. I had a hard time finding out what was wrong and I thought I would save someone else the headache.
  22. Two months?! I can't wait for what you're making in a year! I'll just echo the previous crits, but you are well on your way to some very good stuff. Congrats on your progress!
  23. This may or may not solve the problem, but, it's what I've experienced...AM Community only works correctly for me (under Windows...because that's how I roll) if Internet Explorer is set as the default browser. That's the error that I get if that is not the case...I use Firefox except for when I visit the community window. Hope that helps.
  24. Can you post a screen capture, project file and the steps you took, Ed? It would help a lot. It's probably something silly, it usually is when something like that happens to me.
  25. Good stuff, per usual David!
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