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Everything posted by itsjustme
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Here's the latest installation version and Squetchy Thom. Changes in this version: -------------------------------------------------------------------------------------- IK hands and feet are now nulls. "hips" is now a null. Corrected the FK foot control bone positioning during installation. Updated the installation instructions to include fixing the FK feet. ------------------------------------------------------------------------------------ I'll post how to upgrade the previous version later tonight.
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Very cool, Gustavo! Thanks for the link.
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Here's an update on the previous version. Changes in this version: ---------------------------------------------------------------------------------------------------------- Shoulder controls are visible in IK, but hidden in FK now. Added a child of the "chest_controller" that stretches when the chest stretches. It doesn't squash with the chest because I figured it would just make things harder to control. The controller that you manipulate will remain the same size. Fixed the forearm rolling and increased the amount they can roll a little. Fixed a couple of the bone hiding poses. Fixed FK feet...the IK/FK switch still needs tweaking though. ----------------------------------------------------------------------------------------------------------- After some playing around with it, the whole body squetching works best with FK legs. I did some experiments with the arms and still got a lot of twisting if everything is connected...I don't have a problem with the arm controls, but if anyone still thinks they should be different (or there are problems with them) I'll take another stab at it. If you are in the middle of an installation or have the rig installed, you can update it by: ----------------------------------------------------------------------------------------------------------- changing out the "Rig_Components/arm_constraints_folder/arm_constraints" pose changing out the "Animation_Controls/Arm_Controls/right/left_arm_FK_IK" and "Animation_Controls/Arm_Controls/right/left_arm_FK_IK" " poses changing out the "Show_and_Hide_Rig_Components/show_geom_bones" pose duplicating the "chest_controller", make the duplicate a child of the "chest_controller" with the "spine_1_stomach_aim" and "spine_2_mid_section_aim" bones as children...rename the new bone "chest_controller_SQUETCH". changing out the "spine_3_chest_SQUETCH" pose. ------------------------------------------------------------------------------------------------------------
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Unfortunately, the IK/FK switch that is in the arms and legs will only work properly in v12n+ or better, Drvarceto. Here's a version that fixes a couple of finger issues...I didn't have a lot of time today. I'll try to get to it again tomorrow. For anyone installing the previous version, you can update it by: ------------------------------------------------------------------------------------------------------------------------- In the "Rig_components/arm_constraints/hand_constraints" pose, the "right_finger_index_control" needs the "store roll" turned off on the "orient like" constraint. The smartskins for both ring fingers needs to be replaced. --------------------------------------------------------------------------------------------------------------------------
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Noel, you kick ass.
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Here's today's update...I haven't messed with the arms yet, my work schedule is flipping for a couple of days so I have to adjust tonight. Changes in this version: -------------------------------------------------------------- Fixed the toes so that they work with the IK/FK follow and fixed their hiding. Updated the "hide_geom" pose. Added the "hide_non_tweaking_bones" pose to get rid of a step in installing (hiding bones you won't need to mess with). Renamed relationships to match poses where needed (it isn't necessary to do, it just makes it where if you get an error when tweaking a pose you can track it down easier). ---------------------------------------------------------------- A heads-up to Mark, the poses that are changed or added are, "show_geom_bones", "hide_non_tweaking_bones", "right_leg_FK_IK" and "left_leg_FK_IK". They can be just changed out or added in your next version...only some cosmetic stuff and the follow of the toes on the IK/FK switch are really affected.
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Okay, in anticipation of the release of the alpha for the plug-in Noel is working on...here is the latest with instructions. I'm posting this now because I don't know when it will be done, it might not be today, so, don't get upset if it doesn't happen for a couple of days. I don't know what Noel has yet to do, I just wanted to have something available to try it out on when it is released. If you find something that I need to fix, let me know.
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I understand how you feel, Ken. The problem I encountered was a lot of uncontrollable twisting of the limbs due to the limits. What happens now is that if you go a direction that the arms are constrained against, the controller just pulls away a little. The shoulders also pull away a little because of the way they are rigged. The big problem is how to maintain the ability to isolate each bone while still having them work together...occasionally the balance gets strained. If any of it is causing a problem, then I need to come up with a better way. Let me know if there is anything I need to fix. --------------------------------- EDIT --------------------------------- I'll take another look at the arms when I wake up...maybe I chose the wrong method.
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I think it didn't become obvious until I changed the shoulder controls, so, it's a relatively recent development.
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Noel is just about done with the plugin...it shouldn't be very long, Drvarceto. I'll make sure to have page breaks this time
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It's not really necessary...I don't think, David. The arm controller bones aren't physically connected, so they don't have to be in the center. The arm geometry bones are in the center and have "orient like" constraints on them, so the controller bones can move more in some directions. Has it caused a problem? I could rethink it if it has. I'm going to post a file here for Noel since I don't have full access to my e-mail at the moment.
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I didn't get the documentation finished (I've got to get some sleep), but, I'll post the installation version so that Noel can test his plug-in (there's no documentation in it at the moment). Some of the changes: ---------------------------------------------------------------------------------------------- This version has the arms and legs working with the IK/FK switch with follow (v12n+ and v13alpha). The arms don't have an elbow control any more, now you use the bicep bone to position it. The legs should be a little more resistant to the flipping of the knees. The finger curling should work when bending the fingers...until they move to 90 degrees, that's when they will have a problem at the moment. There's a new whole body squetch control in addition to the original one. The new one is Robert Holmen's squetch for a ball applied to a character...you can move the source of the squetch. It is able to be controlled using a null that you can unhide. The controls are in the "Animation_Controls/Squetch_Controls/WHOLE_MODEL" area of the pose sliders. There's a target marking the home of the "hips_lower_controller". --------------------------------------------------------------------------------------------------- There will probably be a few more additions/changes, but, this is a good stopping point until I catch the documentation up. I'll try to finish that up on Tuesday night. Let me know if there are any problems.
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The FK hand bone is named "right_hand_controller" or "left_hand_controller" and they are located at "base_bone/hips/chest_and_arms_to_chest_target_SQUETCH/right_shoulder_FK/right_bicep_FK/right_forearm_FK" or substitute "left" for "right" for the other side. I don't have a problem renaming bones like that...what would be the bones numbered "1" or "2"? Can I get a show of hands on this? Show of hands on this one? The "left_hide_foot_ball_IK_controls" (or right) hides the heel lifter...the toe and heel controls don't have an independent hide pose, but you could hide them when you start. I hesitate to put a hide pose for the heel and toe because there would be dueling hide poses for them. I'll be posting an update tonight if I can get it finished...any of these changes would have to go in the next version. We are still in a state of flux on some of the particulars, hopefully we'll get everything finalized this week. Thanks for the input, Alonso!
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If they're already fine, I would just leave them as is. On the Jane model I rotated a few degrees...it wasn't much. Yeah, they are large...you're probably right, I should probably just stick with the bones that I had but maybe make the forearm disappear when it's in IK. I just left both visible because you could use either one to adjust the elbow. The IK/FK with follow really acted screwy with the targets on it, so it kind of forced this change...it is better though. You're absolutely right, Mark. I'll add that as well. I'm going to try to have something soon...I hope to get it done by tomorrow.
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No, you've got it, David. You have to force a keyframe in v12. That's exactly what I get as well.
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I think the video tute will still be necessary, the re-parenting of bones will just be a lot faster. Anyone unfamiliar would benefit from the video tute...let us get the installation finalized so that the tute will only have to be done once. It takes a little while to iron out the kinks.
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I need some opinions, that's why I'm posting this one. I'm just posting Squetchy Thom for now, I haven't made any changes to the installation version for this yet. In making the rig compatible with the IK/FK switch with follow I came to the conclusion that the targeting bones weren't necessary and actually screwed with it quite a bit. What I did was eliminate the targeting bones, got rid of the arm IK control bones and changed the IK hand controllers to nulls. The reason I went with nulls is that both IK and FK look exactly the same if I don't. It's a lot more intuitive this way, there is no elbow control you just grab either the bicep or forearm to rotate the elbow. To test the IK/FK switch, you'll need to use v12.0n+ or the alpha for v13 (there's still a slight twitch when changing). Show of hands on the arm setup? ----------------------------------------- EDIT ----------------------------------------- The roll method of the nulls will be "Z singularity"....I forgot to do that, it's late in my day.
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Very cool, Noel! Hopefully, all typos will be found by then. What does it need added, Mark? All I did was make it an on/off IK/FK...I didn't know what else to add when I did it (and still don't). I remember something about picking which one would follow the other, but I didn't pay close enough attention to completely understand. I can add whatever it needs once I find out.
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You sir, are a prince! Thanks Noel! You saved me loads of headaches. I'll add that to the documentation. Yes, I should have made that clear...it's only for the 'X' axis rotation. I'll note that in the documentation as well. I'll make that note as well. It might make things easier to parent the hand INSTALL to the shoulder INSTALL...the biggest thing with the rotation of the hand is that it needs to be rotated on the 'Z' the same as the forearm because of the targets in the hand that the forearm1 and forearm2 aim at (although, on second thought, I think I made that a non-issue with where I put the targets in the installation version...I'll have to check). I didn't think about the 'Z', I made an assumption that might not be true all of the time. So, maybe making the hand INSTALL a child of the forearm INSTALL would be the way to go...I'll fix it tonight. I'll fix that tonight and I'll get the typos as well. Thanks a lot, Noel!
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Here's an update that corrects the typos that Paul found and a few more "model_bone" references that I found. If you find anything else that needs fixing, let me know. If there are any programmers willing to tackle the automation of the re-parenting, it would definitely be faster (and better) than if I were to do it. If there are no takers, I'll make the attempt.
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I believe you are correct, Paul. I did the right side first and then copied and renamed bones...there were bound to be a few typos. "model_bone" is what the "base_bone" used to be named. Sometimes a bone gets accidentally dropped on an adjacent bone...the method I use on the finger_IKFK bones is that I directly drop the 3 bone onto the 2 bone then that onto the 1 bone then onto the carpal bone and then drop that onto the hand IKFK, it makes it a little eaiser. I believe your are correct. That's the plan. I would rather have someone make a plugin so that it would be in AM, but, if not, I'll try my hand at a macro in something like jEdit. Sorry about the typos, Paul...I'll straighten it out this evening. Once the bumps are smoothed out and there's an automated way of re-parenting the bones this will be a lot better.
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Mark is in the process of rigging him now, he'll let us know when he gets done. ------------------------------- EDIT ------------------------------ I'm not sure Scarecrow is finalized: http://www.hash.com/forums/index.php?showt...20entry143608
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It does have a lot of bones, Charles...probably three times as many as you end up with when you're done installing. Are you installing in wireframe mode? That might help a little. Also, what capture software are you using and what capture rate? I've used a capture rate of about 5 frames a second before and it went a lot easier on my computer while showing enough to get the idea across. LOL, I didn't put any page breaks in it...I just converted an HTML page that I made using Open Office. I could always go back and put in page breaks if it causes problems.
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If you use rotate mode when rotating the white thumb "INSTALL" bones, your green "carpal" bone should be at the correct angle of rotation since it will rotate with it. Rotate the white thumb "INSTALL" bone (using rotation mode) to where the roll handle is perpendicular to the direction you want the thumb to bend. The same thing goes for the other thumb "INSTALL" bones (perpendicular to the bend)...you may have to adjust their angle depending on the thumb design. The finger "INSTALL" bones are different in that they need to have a 'Z' rotation of "0". Look at how Squetchy Thom's thumb is set up as an example. Hope that helps, Paul.