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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. 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
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. No, you've got it, David. You have to force a keyframe in v12. That's exactly what I get as well.
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. 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.
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. Very cool, Ed. This community has been very generous to me as well, I'm happy something I had a part in is being used. I got loads of great suggestions...I can't think of one I didn't use. It really made this a much better rig. If you find any problems, let me know. Definitely, Josh. Like everything else, tackling a project is the best way to learn...the way to refine your methods is to make a tutorial. It also never hurts to have so many experienced people that are willing to help. I am very grateful to everyone that made time in their busy schedules to help.
  17. I may be misunderstanding what you're asking, Drvarceto...but let's see if I can get close. The rotation of the forearm near the wrist is controlled by the rotation of the hand controller. Since it's a limited kinematic chain, you can grab the forearm bone and use the end of that bone to also rotate the bicep when the arm is bent. You're right, the roll handle on the forearms is locked as part of the limited kinematic chain...before it was a limited kinematic chain it was a true FK arm and I did have only one axis available for manipulation, but, since you can use the forearm to position the entire arm now, you need to be able to use every axis since it travels up the chain. I hope that answered your question. If not, I can always take a second stab at it. Let me know if you run across anything that needs fixing and I'll knock it out as fast as I can.
  18. After I uploaded the last update I found something else that needed fixing, sorry about that. Here's the fix for the latest thing I found. What it amounts to is the way the heel was set up it wasn't able to move away from the end of the calf bone...so, now it can. I have updated the documentation as well. If you already have a previous installation version that you are in the middle of installing, it's not a hard fix. What you would have to do is go to the "Rig_Components/leg_constraints_folder/legs_SQUETCH" pose folder, select the "left_heel_geom" and delete the "Translate to left_ankle_SQUETCH_target" constraint...do the same thing for the "right_heel_geom". That makes it where you can use translate mode to move the "right/left_heel_geom" and "right/left_heel_control" bones to where you want the heel controls and geometry bones. The "geom" and "control" bones should be in the same location (on their respective sides). I'm going to go ahead and finish the installation on the Jane model so that I can help find some of these types of things...hopefully, there won't be too many.
  19. Here's a fix for the left foot roll. An installation version and an updated Squetchy Thom. If there are any other issues, let me know.
  20. Looks like I missed a constraint in the "left_leg_FK_IK" pose in the "Leg_Controls" folder. On the "left_foot_IK_roll" bone there should be an "Orient like left_ball_rotate_controller" constraint with compensate on when applying it. I'll post the fix here shortly. Thanks, Mark!
  21. Thanks guys, I've gotten a lot of great input, so everyone involved deserves credit. Hopefully, I got it right the first time. If there are any issues with the installation version, let me know.
  22. Here's the installation version of the Squetch Rig with instructions in Adobe Acrobat format. If anyone finds a problem, let me know and I'll fix it as fast as I can. Once again, thank you for being so patient and thank you for the constructive input.
  23. I sent the installation version to Mark this morning, Martin. I just have to make the documentation pretty before I actually post it...that's what I'll be doing tonight (and double checking some things to be safe). Sometime tonight I'll have it posted here. Thanks to everyone for being so patient.
  24. Thanks for being so understanding, I'll still try to get this done as quickly as possible...I'm making a lot of progress. I'll raise the flag when I get done.
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