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. Here's new version...it fixes some arm/elbow issues. This is just a v13 update at this time, as soon as I get out from under what I'm doing I'll get to the others. I updated ten models last night...I think I only have four or five left to update.
  2. I haven't forgotten, I'm just neck deep in work at the moment. I'll get an 11.1 version done as well. As soon as I can breathe a little. Sorry it has taken so much time.
  3. Here's an update that fixes something I found when the elbows are rotated to extremes...it would probably affect it on less extreme movements as well. I only have time at the moment for the v13 versions, but, I'll get a v12 version posted in the next couple of days. and another and another
  4. I have asked David Seymour if he could make a "how to animate with the Squetch Rig" video...once I get the elbows updated it will be able to be made. Right now the only character with the updated elbows is Squetchy Thom, but that's what I'm working on on the TWO characters. David has shown an adeptness with the rig and can also show off his "Key Groups" addition to the rig in making the video. I think the video will help the animators a lot. I have thought about making a "how things work in the Squetch Rig" for anyone who wants to tear it apart...there is also the FACE installation videos being put together by Mark Strohbehn. Mark's video will show the FACE installation using muscle, I'm thinking about making one using bones. There's a lot to do. At the moment I'm working my way out of being buried, but it will all get done. I'm updating the rigged TWO models' elbows, rigging TinWoodsman's face, making an installation version of the quadruped version of the Squetch Rig, double-checking installations, addressing issues as they come up (along with Mark Skodacek) and I'm planning on rigging the Hippogiraf and making the FACE installation video for bones. There are a few other things that slip my mind at the moment...but they'll get done too.
  5. Of course about an hour after posting, I found a couple of bones that didn't get hidden...I think four people downloaded that version. Sorry I missed it, that's the only difference in the two versions. The "a" in the zip name is just to differentiate between the two files. Once again, if anyone finds anything, let me know.
  6. Here's the latest update. Changes in this version: -------------------------------------------------------------------- Elbow controls are changed, they are now like the knee controls. The "Key Groups" have been separated in order to allow for compensate to work correctly during installation. It is now supposed to be added after everything else is set up by importing the key groups model included in the v13 zip. Key Groups will not work for v12. Installation instructions have been updated ---------------------------------------------------------------------- If there are any problems, let me know and I'll fix them as fast as I can.
  7. I thought of a sponge...if you start somewhere close to finished and scrolled back and forth in a small area it's similar to a squishy looking sponge. Very nice.
  8. Kapsules just keeps getting better. Very nice stuff.
  9. Just when I think it can't get any better. This is getting scary!
  10. Just a heads up that there will be an updated rig posted shortly. The elbows will be changed in both v12 & v13 versions. The v13 installation will have the instructions added to and the "Key Poses" split out from the rig. What happens is that with the "Key Poses" as part of the rig it makes compensate not work properly, so that needs to be added last. If you are having problems installing the v13 rig, delete the "Key Poses" and then add them back when you are done setting everything else up. It makes sense when you think about it. We are asking the software to do a lot of contradicting things. I learn something new every day.
  11. This is just a test for Bob to look at...it would change the elbow control in IK if it's what happens.
  12. I haven't had any problems using 512 MB of RAM...it will slow down if you have extremely large decals and realtime display of hair or simulation data though. It will work fine with 512, but more is always better.
  13. There's a Mac version, Rodney...actually, Open Office is available for Windows, Mac, Linux, FreeBSD and Solaris. Audacity is also available for Windows, Mac and Linux. The Windows only software I listed would be Virtualdub, CamStudio and HTML-Kit. I've been thinking about trying Cinelerra for video editing by way of a "live" CD like dyne:bolic...it's a lot more of an editor than anyone would need for making tutorials, but for hardcore projects the practice might pay off. With a live CD, you wouldn't have to install it or the operating system (Linux). You would just boot using the CD...I'm pretty sure it's supposed to be able to access Windows drives. I'll let you know how my experiments come out.
  14. For video tutorials, I have used Camstudio with the framerate set at 5 frames per second to conserve file size. I went with 720x480 so that it would be standard television size and also to save file size from the 1024x768 full screen capture. I found that there was a problem with the audio while capturing, so I went with Audacity to record audio at the same time. I then used Virtualdub to combine the audio and video and edit down the captures...which I did in segments to reduce audio drift and to reduce the amount I would have to re-do if a problem occurred. Once I had the tutorial like I wanted it, I used GIMP to make the title graphic and used Virtualdub to edit it in. Lastly, I took the final uncompressed AVI and imported it into Quicktime Pro to save it as a Quicktime MOV so that it would be more cross-platform friendly. The final product is not as clean as some other tutorials because I was mainly concerned with keeping the file size down. I ended up getting just a little over 1 MB per minute...I think it's around 1 hour and 50 minutes long and weighs in at around 120 MB for both parts. For Adobe Acrobat (PDF) tutorials, I have used just a notepad-like HTML editor to make the pages (it's called Quikpage, but I don't think you can get it anywhere now), opened it up in Open Office and exported as a PDF out of there. The original HTML could also be used as a straight web page. For a free HTML editor, you might try something like HTML-Kit...you could probably do it all from within Open Office though. An example of the video tutorial is here and an example of the PDF I don't have anywhere online except that I used the same method for the installation instructions for the Squetch Rig, here. Total cost of software is $30 for Quicktime Pro...so that's a plus.
  15. Here is a very good leg tutorial...it doesn't have any nulls in it, but all you would do is replace the foot control bone with a null. This arm tutorial has a null for the IK control...it's a good tutorial as well. This page has those tutorials and several others you might find useful. I made a face rigging tutorial that has some nulls in it here. It has a basic overview of constraints at the beginning as well. Hope those help.
  16. Nulls are like bones except you can't assign geometry to them. They are used as targets and controls. The legs of characters generally have a chain of bones that have a kinematic constraint on the end bone of the chain with the target being a child of the foot control null. There are more constraints applied, but that is the general idea. Hope that helps.
  17. itsjustme

    IM HOME

    The setup sounds very nice, now it'll take putting in tons of time and effort. Good luck with the project.
  18. Extremely cool, Will! Fantastic work as usual.
  19. Another very small update on the rig...it's just adding the Key Groups null to a hidden pose. I added an instruction on the full body squetch at the end of the installation instructions as well.
  20. Just a quick fix...the knee controller needed to be renamed in the "key poses" folders. Other than that, it's the same as the last version.
  21. Today, an update, a fix and an addition. The fix is for the arms, on previous versions the right arm limit gets negated by a double euler limit. To fix a previous version, delete the euler limits on the forearms in the "left/right_arm_FK_IK" poses. The update is in the documentation for the rig installation. There is also an update to the FACE installation that Mark will post when he gets time. The update is that the "FACE Interface-Master" bone should be constrained to the "head_control" bone instead of the "head_manual_control" bone because the "head_manual_control" bone can pull away from the head. The "head_control" bone is in exactly the same location with the same orientation, so, it's just a matter of changing the bone in the constraints. The addition is in the v13 installation version...there are now v12 and v13 installation versions. Added is the Key Groups feature which comes as a result of the IK/FK switch. This is the result of Mike Fitzgerald, the programmers at Hash (Bob Croucher spearheaded the effort I think, with at least Martin Hash, Noel Pickering and Will Pickering lending a hand) and David Seymour's hard work...a big "Thank you" to all of them.
  22. I don't think it's something that would go under the heading "bug report", but making sure everyone knows about it can't hurt. Rodney hands out the TaoAM certificates...maybe let him know since he deals with a lot of people that would encounter the problem (I'll send him a note). It won't be able to be fixed until the next CD comes out unless Hash makes another version of the CD. It's not hard, but, for someone just getting their bearings it is better left for a little later...in my opinion. Have fun. If you run into problems, there are a lot of helpful people here in the forum.
  23. Okay, I was still using my v12 (Sorcerez) disc...the Knight is fine on that disc. On the v13 (Yeti), the Knight is messed up. Here's the one from the v12 disc, it should work fine. Knight.zip
  24. I don't know....but, if the foot goes below the level of the IK foot controller when moving the hip in IK it isn't right. All I did was open the knight, open a new Action and then move him around. I didn't have a problem. So, you're "importing" him? Or "opening" him? I don't think it would make a difference, but, maybe it does somehow. I'll have to go back and experiment tonight...I'll post here again after messing around with it a little.
  25. Hmmm, I don't know, RingerT....I just checked and it worked fine for me (I checked two versions of AM). What version of AM are you running, v12q? If you post a screenshot or the Action, it would help us help you.
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