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. 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.
  2. 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!
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. That kicked ass, Robert!
  8. 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.
  9. 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.
  10. 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.
  11. 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!
  12. 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.
  13. 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.
  14. Good stuff, per usual David!
  15. Mark's correct, they are now nulls...I need to update the installation instructions. There is going to be an updated rig as soon as the bone setup for the face that I'm in the middle of is done, I'll update it then (I'll also update the v12 version of the rig at that time). I'm just waiting on some software fixes, so it shouldn't be too long. As soon as the face stuff I'm working on is done I'm going to make an installation video for the rig and the face setup. The face stuff is if you want to use bones for the face poses, you can also use purely muscle poses if you like (there are a few videos that Mark Strohbehn has for that located here).
  16. It sounds like you're going about it correctly, Steve...I wasn't sure where you were in the process. Open the rig model, import your character, move the installation bones according to the instatallation instructions that are included, run the installation plugin, save your model under whatever name you want and then start CP weighting the mesh to the "geom" bones. That's how it should go.
  17. Hmmm...in bones mode, or in an Action, Steve? After you run the installation plugin you should see all of the "geom" bones in the bones window, but, in an Action you will only see the control bones unless you unhide them. I checked earlier today in v13alpha8 and saw all of the bones, at least that's what I remember, nothing seemed out of the ordinary.
  18. Nice roll Robert! I made a face rigging tutorial that shows some CP weighting and how to use nulls and such in it...it's located here. In the next few weeks I'm hoping to get a couple more tutorials done that are Squetch Rig specific but that will have more CP weighting and a few other odds and ends thrown in. As for IK/FK switching, this tutorial gives a good example.
  19. Looks good so far, just some CP weighting issues at the shoulders, elbows, knees and hips that I saw. The Squetch Rig is located in this thread. FACE is in the rig and there's a series of tutorials being put together for it in this thread. There are a few other tutorials being put together that should be finished in the next couple of weeks.
  20. Unfortunately, the install plugin will only work in v12 & v13, so in v11.1 you would have to manually re-parent the bones (which is what the plugin does). The bones' parenting is in the name of the "install" bones in the hierarchy. For instance, a bone named "left_hand_INSTALL_base_bone" has children that are children of the "base_bone". Most of the bones have really long names because of the depth of the hierarchy, so it's a lot of reparenting. Any of the bones with "INSTALL" in the name can be deleted once they don't have any children, they are only there to make positioning during installation easier. In v13 you get a few extras that aren't possible in earlier versions, like the "Key Groups" addition and the IK/FK switch (the switch works somewhat in v12, but it's more work). I will have to go back and make a specific v11 version of the rig when I get some time, but it would still require manually reparenting everything and the IK/FK arms and legs would have to be done differently. I still have to go back and update the v12 version as well...I've been pretty busy lately, I wouldn't be able to guess how long it will take me to get to it right now, but I haven't forgotten.
  21. Nice!
  22. Looks great so far, Lazlo! Good luck on the project.
  23. Good spline placement and bias tweaking, Steve. I still can't get as clean as some of the modeling I've seen lately...it takes a lot of practice. Nice start on your model.
  24. Very cool character, Dale! Good luck on the project!
  25. This page on the ARM has some helpful tutorials.
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