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itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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!
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Well, you're right about that...I found a really stupid one, so here's a fix. The parenting of the right arm was messed up. The rig was actually due on Wednesday so that Mark could install it in Scarecrow, that's why I'm trying so hard to get it done. Right now, I'm thinking the AD's have at least something to test with Squetchy Thom here...I realize it's not exactly what they wanted, but it's what I have at the moment. The original rig only has four fingers, so, I had to make a five fingered version...I don't know if it's necessary for the two versions, I hadn't really thought about it. I guess all anyone would have to do is delete the pinky poses and bones in the five fingered version...that may be the way to go. I'll be hard at it again when I get home from work.
  11. Just an update on where I'm at in the process...yeah, I know, I'm mad at me too. I have the five fingered version made and I'm somewhere around half-way through with the installation version of that one. I'm hoping (once again) to get at least that one done by tomorrow evening. There were so many changes that the original installation version isn't a very good guide in a lot of areas. Once I get the five fingered installation version done, the four fingered one will go faster since I'll have something to use as a guide. Don't think I'm slacking, I've been averaging three and a half hours of sleep a night since Monday...and I have to be at work at 5am, again. I'm off to get four hours of sleep before I have to go to work again.
  12. Okay, here's the fixed final version...I also found another IK arm thing that needed to be dealt with. Now, the five finger version and installation versions are on the agenda.
  13. Okay, this is the final version of the rig...as far as I know. I'll try to bang out the installation version as fast as I can. Sorry I'm taking so long, there were a lot of problems to iron out...and hard to isolate. The arm IK/FK setup had to have IK arms added because the arm rolling wasn't able to be controlled easily...that one made me crazy for a while. However, it is a much simpler IK arm setup now. I fixed plenty of things throughout the rig...I tried every control and they seem to work. I'm not saying there can't be a problem buried in there somewhere, I just didn't find one. The shoulders follow the arm movement to a certain extent, they can be shrugged using the shoulder control or by translating the bicep control while in FK...or a combination. Anyway, give this a test drive. Now I have to make a five fingered version, make an installation version of both the four finger and five finger version and make instructions...and I have to work at 5am. I may not get any sleep, we'll see. I've been running on fumes for two days now, so I'm used to it . The automated squetch is still in there, David. It just can't vary the amount of squetch for each spine segment independently...maybe I'll figure it out when I get more time. ----------------------------------------- EDIT ----------------------------------------- It's going to have to be Thursday evening for the installation version...I've really got to get some sleep, my brains are burnin'. I can just squeeze in four hours of sleep before I have to go to work. ------------------------------------------- EDIT -------------------------------------------- I just snapped and realized that I have to fix the resizing of the IK arm bones when squetching...I'll have it fixed today (Thursday). Sorry about that.
  14. I would wait for the version that should be up on Wednesday...you'll need the installation version. There are also some big changes...it doesn't look like I'll get a version up today to test drive before the installation version is up on Wednesday, I tried. I managed to get the IK very simple since the FK is already a limited IK chain, that cured several other things as well (you were right about that, Noel). The only thing I have left to do is to fix the shoulders...but I've got to get a few hours sleep, real life intrudes.
  15. Cool, I'll check that as well, thanks Mark. There are several "loose ends" that are going to be cleaned up...I'm going to try to have a version up for evaluation on Tuesday if I can so that it can be stress tested before making the installation version. I also have to make a version with five fingers.
  16. I can make it happen, Martin. I'll get rid of the variable automated squetch on individual segments of the spine (you'll still be able to manually squetch each segment as needed anyway and have an overall automated squetch) and the simplification of the arms IK may not happen if it slows me down. That would mean that the main focus on changes would be converting the IK/FK switch to an on/off and then making the installation version. So, that's how I'll attack it.
  17. The squetch preserves volume as you make something smaller, of course at some point things will start to fold a little depending on the model construction. You can model something to maximize the squetchiness by reducing the definition...which means you get more blob-like or sack-like characters. I tried to weight the CP's taking that into consideration, for the most part (and for most things) it seems to look alright in Squetchy Thom. I kind of like the "deflated" look you can get by squashing things to their minimum...you could animate him deflating a body part at a time sort of. The problem with the spine is only in the automated squetching control, everything else should work fine...the automated squetching appears to work fine in v12 and worked in v11.1 for me for a while. I think I did everything right, it just may be a problem with allocation of resources...I'm not sure if the Expressions make it where they have exclusive control over what they are handling. I tried the Expressions on the manual controls, but it then locked out manual control, so, I made a secondary set of controls for the automated squetching...it works, but there are some inconsistencies that I haven't figured out yet. Anyone have luck using it in v11.1? How about v12? The automated squetching is in the "head and torso" area of the squetching controls (or something like that...I can't look at it right now).
  18. I'm thinking the on/off switch will fix that...I'll look at that tonight. The baseball cap does have a couple of bones, but at the moment there's no built-in control. I left them there so that you could re-parent it if need be to move it around, but I have it parented like it is so that the squetch will affect the hat. Here's what kept me awake too long today...a slightly busted version (I can't tell what's up at the moment, maybe Noel will shed some light on it). I altered the automated squetch design that David (Dagooos) posted because I wanted to be able to adjust the amount of automated squetch on each segment of the spine. It worked for a while in v11.1 (my test model still works in v11.1) then stopped working for whatever reason...it could be the way I used the Expressions. It appears to work OK in v12 from what I've tried (maybe a little stiff though). The IK spine appears to work alright and can manually squetch fine, I might've gotten too cute trying to squeeze more out of the automated spine squetch. I can very easily do an entire spine automated squetch, so, it doesn't kill the whole thing if this doesn't end up working. Anyway, see what you think. I still need to update the shoulders and simplify the arm IK setup.
  19. Thanks for taking so much time, David! I'm definitely adding a couple of other things that I didn't to the test spine. One thing in particular is sliders to squetch each spine segment individually so that the control structure can be maintained while squetching in addition to being able to manually move around nulls. That's very nice...definitely adding them. I got the knees fixed tonight and fixed some other things that took me a long time to isolate (mistakes). I also roughed in the spine and assorted other odds and ends. I'll try to post something on Monday. Thanks again, David.
  20. Thanks, David. I didn't notice that...I'll fix it tonight. I'm thinking something like the one attached here...it has the option to squetch the entire spine with a slider or you can expose the nulls to squetch an individual section manually. It also has an added segment. I put the controller out in front so that it would be easy to grab and still see what was going on in this example, it would be in the center in the actual model. If it won't do the job, let me know.
  21. I don't think you're doing that, Zach. You (and everyong else) have been very helpful and I appreciate it. I'm just trying to give you something that will do the job you need done. I don't want you to run into a wall somewhere during production because of a rig limitation or struggle to get the movement you're after. Personally, I think one more spine segment would definitely need to be added...more than that is the debate in my mind.
  22. I'll put it back like it was....I think Noel was just thinking about preventing accidental squetching. Thanks, Zach. I've been looking at several models like that...I'll get it done as soon as I can. I figure I should add at least one more spine segment as well, how many segments do you want the standard to be? I'll see about trying it that way, Ed.
  23. The "hips_lower_controller" does allow for the squetching of the lower torso...I could put a "rotate only" on that and put another null that can be exposed when squetching that. I'll do that. The "left_toes_IK_manual_pointer" being able to translate is a left-over from being able to use the IK feet in FK, I'll lock that down again. I think you're right...I'll try that tonight. Thanks, Noel!
  24. Okay, I stepped in something, so not everything is done yet. I thought I'd post what I have to make sure those things are working for you. The renaming introduced a few problems that took me a while to track down. However, the things to look at in this version would be: ---------------------------------------------------------------------------------------------------- The controls are resized (are they too small, not small enough, taste like vegetables...etc) The finger curling is now controlled by rolling the finger controllers on their 'Z' axis. I'm not sure about the shoulders...it's temporary in my mind, but, see if it's an improvement in any way to you. The head/neck is different/better...moving the head controller will aim the neck and if you want the neck to squetch it now uses the head controller, but you need to activate the squetch in the "Animation_Controls/Squetch_Controls/Head_and_Torso/" with the "neck_SQUETCH" slider. All bones and poses are renamed...should be like what was requested. Heel raising appears to work correctly now. The "Tumbling" pose was left out since it was problematic (it will be put back in once I get the IK/FK switch to an on/off). For tumbling, just go to FK legs, "orient_chest_like_hips" and "orient_head_like_chest"...that's what that pose turned on. The FK legs now are a limited kinematic chain. ----------------------------------------------------------------------------------------------------- Definitely don't consider this a final, but, use it to see if any direction I've started down isn't working. I'll tackle this some more tonight. I'll do some cleanup and see if I can improve the shoulders and update the spine.
  25. All I would have to do for that is give the squetch an on/off switch. I was thinking about doing that in places like the torso and neck...probably the shoulders as well. Sorry I "went dark" for a day...I'm going to try to have something posted tomorrow. Yeah, I said it before, but this time it should happen barring any major calamity. So far, the foot sliding when the heel was lifted is fixed (the height of the underlying control bone was the problem, but I also moved the location of the visible controller), I have renamed all the bones and poses (I think it was 350 bones or so and I don't know the number of poses...a lot), set the neck to aim at and roll like the head bone (without losing any previous functions), got rid of being able to use the IK hands and feet in FK (it would become unnecessary with an on/off IK/FK switchover), put a limited kinematic chain on the FK legs, got rid of the tumbling pose temporarily (it'll come back as an on/off switch on the version that gets the on/off IK/FK arms and legs), changed the finger curling controls to be on the 'Z' rotation of the finger controllers themselves....a couple of other things that have slipped my mind as well. I still have to finish the shoulders and see about the IK spine...and put in the on/off for squetch in some areas, like the torso and possibly the shoulders and upper arms. Anyway, I'll try to get the rest done tonight.
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