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
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
  • Posts

    5,782
  • Joined

  • Last visited

  • Days Won

    56

Everything posted by itsjustme

  1. Another small update...it should make installing the thumbs a little less of a problem. I changed the percentages of bend on the thumbs, cleaned up the rotation angles and updated the documentation.
  2. Nice so far, Joshua...cool style.
  3. An update to fix a couple of things found recently. ------------------------------------------------------------------------------------------------------ A couple of typos in the documentation have been corrected. Changed the "right_finger_thumb_1_aim_fix_1" bone's "translate to" constraint in the "Rig_Components/arm_constraints_folder/hand constraints" pose to translate to "right_hand_carpal_thumb_target" ------------------------------------------------------------------------------------------------------- Sorry for any inconvenience this may have caused.
  4. This entire community has been very generous with its' time, information, suggestions, example files and sweat. I want to make sure that I thank some of the people that helped me...it's not a complete list, but I hope I covered most of the bases. I definitely wouldn't have been able to put half as good of a rig together without their help. Thanks to: Martin Hash, Noel Pickering, Bob Croucher, Bob Taylor, David Rogers, Mike Fitzgerald, Steven Cleary, Mark Strohbehn, Mark Skodacek, Robert Holmén, David Seymour, Ken Heslip, Alonso Soriano, Trajce Drvarceto, Frank Silas, Zach Brewster-Geisz, Ed Lynch, Vernon Zehr, David Higgins, Paul Forwood, Rodney Baker, Paul Daley, Richard Creel, Matt Bjerk, John Kuepper, Charles Wardlaw and Bill Woelbeling. I leaned on some of these people quite a bit and I'm very grateful they put up with me. I thought about listing everyone's contributions, but it would be the length of a novel by the time I finished...seriously. If you follow this thread and compare what I started with to the finished product, you'll see what I mean. This is not to say that the rig won't get updates and modifications as needed, I just wanted to make sure that everyone knows I appreciate their help. Thank you.
  5. I had to split up the documentation because I ended up reaching the file size limits on the forums. I updated the documentation because some things were getting cut off.
  6. Alright, I think this may be the final...although I've said that before. The last thing I had to clear up was some twisting in the legs. The orientation of the legs was causing the problem, they needed to have the same angle on the 'Y' axis. The euler limits on the arms and legs make it where the 'Y' and 'Z' axis of the thigh/calf and forearm/bicep need to be the same...the 'X' can be different and compensated for if the character has it's legs modeled bent. That's the only change in the models, I also updated the documentation. Everything should work in v13, there will be some twitches in the present version of v12 (12p). Now, I just have to write up a "Thank-you" list...unless someone finds a problem.
  7. The most recent version is probably not the last, unless my thinking about one of the constraints is correct, Drvarceto (it would only be a change in values on a couple of constraints at the worst). I still have an experiment to do, I just haven't gotten around to it yet. I'll do that tonight. At the moment I'm making a quadruped version using the present Squetch Rig...I'm rigging a cow for TWO. I grab time to work on this when I can, it's been hectic lately. Steven Cleary should have an installation version in this thread, it should help. The v11.1 version of the Squetch Rig that I said I'd make will require a different leg and arm IK setup...v12 as well, unless Hash updates v12p. I haven't forgotten about it though, sorry it's taking me so long.
  8. Here's the update that fixes the legs. There is still one thing bothering me that I have contacted Noel about, but, other than that it should be good. The euler limits on the calf bones cause a twitch when fully extending the legs. It may be a programming solution or I'm not understanding something...either way it should be resolved quickly. In order to update the rig from the previous installation version: ------------------------------------------------------------------------------------------- delete base_bone/right_knee_IK_rotator delete base_bone/left_knee_IK_rotator add hips_lower_controller/right_leg_hinge_rotate and copy it, name the copy "right_leg_hinge_rotate_FK_orient" add hips_lower_controller/left_leg_hinge_rotate and copy it, name the copy "left_leg_hinge_rotate_FK_orient" copy "right_leg_hinge" and name the copy "right_knee_FK_rotator" copy "left_leg_hinge" and name the copy "left_knee_FK_rotator" reparent these bones so that they look like this: hips_lower_controller - ------right_leg_hinge_rotate -----------right_knee_FK_rotator ----------------right_leg_hinge_rotate_FK_orient -----------right_leg_hinge ----------------right_knee_controller ---------------------right_thigh_orient - ------left_leg_hinge_rotate -----------left_knee_FK_rotator ----------------left_leg_hinge_rotate_FK_orient ------left_leg_hinge -----------left_knee_controller ----------------left_thigh_orient replace the "leg_constraints" pose replace the "left/right_knee_orient_like_foot_IK" poses replace the "left/right_leg_FK_IK" poses replace the "hide_non_tweaking_bones" pose replace the "hide_body_SQUETCH_controls" pose change the roll method of the IK foot nulls to "roll history" ----------------------------------------------------------------------------------------------------
  9. I've gotten tons of help from the community on this, Jim. People have been very generous with their time, their ideas and their sweat equity. I'll have to post a big "thank you" when I get done.
  10. I just wanted to give everyone a heads up that there will be an update to fix the knee soon. I just have one problem to work out. It looks like it will be an easy upgrade. After that is done, I don't think there's anything else...unless someone finds something.
  11. Here's the latest versions...there is now a four fingered version (three fingers and a thumb). Changes in this version: ----------------------------------------------------------------------------------------- Added a four finger version to make installation easier for those models (Expressions in Hand Gizmo would need to be changed out by installer otherwise). FACE was put in in the last version, it is also in the four fingered version. Thumbs controls are also visible when using the Hand Gizmo controls with the other fingers individual controls hidden. Updated version of Squetchy Thom that includes everything except FACE...since he doesn't have one. -------------------------------------------------------------------------------------------- I tried putting the "head proxy" for FACE where it was exactly where the head "INSTALL" bone is, but, since the installer would have to dig through a bunch of bones to unhide it later it turned out to be better as it was. Since I am at the limit of the forums on these ZIP files, the first one is the instructions for the Squetch Rig and FACE in one ZIP. And the second ZIP has the four finger installation version, five finger installation version and the latest Squetchy Thom. If you find a problem, let me know...contributors, please double check me.
  12. I think he's rigged fine, very nice. The only thing I would think to add would be something to be able to tell which direction he's looking. Oh, and a base bone so you can translate him.
  13. The head proxy is only parented correctly, it will translate and scale when you move the head "INSTALL" bone but it won't be in the correct position. All we have to do is reposition the head proxy to where we want it relative to the head bone in the installation version and it will be fine...I'll do that tonight.
  14. Okay, latest update....with special thanks to Steven Cleary for his "Steve's Hand Gizmo" adaptation. Changes in this version: ------------------------------------------------------------------------------------------------- Inclusion of "Steve's Hand Gizmo"...I think I got it in there right, but double check me, Steve. Fixed a squetch problem with the index fingers. Fixed a problem when changing from IK to FK when the heel is raised. Fixed the problem when the fingers were bent beyond 90 degrees. Updated the installation instructions. --------------------------------------------------------------------------------------------------- I haven't installed this in Squetchy Thom yet, but, I'll post Scarecrow with it installed located here.. ------------------------------------------------------------------------------- EDIT ------------------------------------------------------------------------------- I had forgotten to add the fix for the knee problem that Mark pointed out...it's in there now. If you downloaded the original file, you'll need to download this file for that fix (I think it was only two people). Sorry for any inconvenience.
  15. Okay, I'll hold off. It takes time to get something new to work, I hate being the one holding up the parade though. I'll work on the problems that exist at the moment then and see if I can get the Hand Gizmo installed, Steven just sent me a file.
  16. Sorry about that, Mark. The "right/left_knee_IK_rotator" and "right/left_knee_controller" need to be parented to the "base_bone". That should fix that. I'm not sure about what's going on with the second problem. Honestly, that would be my vote as well. I would've been done a long time ago if we had gone that route. The IK/FK switch is a good idea, but it needs more testing. The problem came in because of the kinematic constraint, there was some odd twisting that made it where there would always be a twitch when going from FK to IK. The next alpha version is supposed to have a fix, so, I haven't been able to test it. I have been beating my brains in for two weeks trying to get this thing to work with the help of Noel and Bob (who have been very accomodating). Since there is a push to get this done, I'm all for dropping the IK/FK switch and just go with the blending method...that's what I'm going to do. I'll post something tonight (probably late tonight).
  17. Okay, here's the latest version...keep in mind that it hasn't been tested in a version that has the fix for the problem with the IK/FK switch. In v12 and the first alpha for 13, the arms and legs will twitch when making the change from FK to IK. It should be fixed in the next version of 13. Some other things to keep in mind: ---------------------------------------------------------------------------------------------------------------- At present, when you bend the fingers beyond 90 degrees there is some bone flipping in the finger controller. The knees are set to follow the feet in IK, you can't use the knee controllers to rotate the knees while it is set that way. If you turn the knee follow down to 0%, then the knee controllers work. the reason for this is it's the only way I could get the IK/FK switch to work consistently. I realize it's a pain, if you have a better solution I'll be happy to put it in. The elbows are controlled using the bicep bone in IK. I didn't add the same kind of control that is on the knee because I was trying to make it as simple as possible to reduce any problems from the IK/FK switch. If it's a problem, I can make it the same as the knees. ----------------------------------------------------------------------------------------------------------------- I'll try to have a fix for the fingers posted in the next day or so. If you find any other problems, let me know.
  18. I still get a corrupted file...like I said, sometimes this happens to me.
  19. I got a corrupted file...it happens occasionally. It might work fine for everyone else.
  20. The problem with the IK/FK switch is still being worked on, once that is resolved I'll have the arms and legs done. I'll have to wait for the solution in order to know what will be required to get it to work correctly. As it stands right now, I have improved the finger controls so that they work properly, but, if we can manage it in time I'm going to try to get the functions of Steven Cleary's hand gizmo adapted. If we can't get it into the rig in time, we'll try to make it an easy add-on for already installed rigs and include it in future installation versions. Sorry for the delay, Drvarceto.
  21. It would be cool if we could include it...it would have to be modified, but I think it's doable. I sent you a message Steven.
  22. I've been trying to make the IK/FK switch work correctly, Martin. The problem comes in when you switch from FK to IK...I think it's the way the kinematic constraint solves for rotation, but that's just a guess on my part. I've spent a week trying to get it to cooperate. Bob Croucher is taking a look at it. Once I have a solution, I can post an update. Sorry for the delay.
  23. The plugin is located here along with usage instructions.
  24. I really like the rig, very nice job...I don't think I have any suggestions for improvement, it does a helluva job as it is. You might think about making an installation version of the rig using Noel's plugin. That way, anyone would be able to quickly rig up a similar creature using your rig.
  25. Thanks Steven! I'm actually in the middle of an overhaul of the legs anyway, so this advice is very timely. I'm hoping to get it done sometime tonight...we'll see if that happens. Thanks for looking it over. I checked out your hand and face gizmos, very nice.
×
×
  • Create New...