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Everything posted by itsjustme
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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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.
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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.
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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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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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).