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Everything posted by itsjustme
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Also, the installation version of the four-fingered rig...the five fingered version will get done when I get a little time. The instructions are in a PDF inside the ZIP file along with the installation version. In the examples I used in the instructions I used the Loon character even though the final rig in that character will be altered...it's what I had at this time to use as an illustration, so, rather than wait longer I went with it. I'll name it "beta1" for now in case there are any problems that I missed. If you have any problems with this or have any questions, flag me down.
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I'm going to post a few things to try to clean up a few loose ends today. First, here's the Final for Squetchy Thom. The only differences in this version is a correction I made in the forearms that won't show up unless you are installing the rig...it makes the movement of the "forearm_1" and "forearm_2" bone movement more like I originally intended. As a result of the change, I altered the CP weighting in the forearms...it shouldn't affect any Actions that you made with the update6 version. As usual, if I overlooked something and there is a problem, let me know and I'll fix it as fast as I can.
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I'm finally going to have some more time over the next couple of days, so, I should have something soon...I know, I've said that before. Life has been getting in the way some lately. I don't know if I'll render any tests for the Loon...I'm thinking that having a model to mess with would be better for people to evaluate and make suggestions. I may end up posting the Loon, the installation version and an updated Squetchy Thom all at the same time...or nearly the same time. Thanks for giving Squetchy Thom a workout, Drvarceto.
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LOL, I didn't notice it was backwards. Still, at least you thought about it.
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I like the pupil dilation, nice detail. As far as paint programs that can create TGA's with an alpha, GIMP is a fantastic free paint program. Incidentally, I have a Script-Fu for GIMP that will generate an iris (including one with lizard-like pupils) here...the August 10, 2005 entry.
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Yessir, I changed the values in the action and a couple of names. First, I opened the action in Notepad (text editor) and did a search and replace that changed "bicep_left/right_FK" to "bicep_left/right_FK_controller" and "forearm_left/right_FK" to "forearm_left/right_FK_controller". Next, the "foot_control_left/right_IK" bones 'Z' orientation is 180 degrees different than they used to be...I thought it would be better to be able to aim the roll handles at something on the ground. So, I opened the Action in AM (I actually had the current update of Squetchy Thom loaded so that I could see if I was actually fixing it) and went to each key frame for each foot control and changed the 'Z' values to 180 degrees different (the starting point would be "0", so, if the control was 180, it would be changed to "0" and a little addition/subtraction depending on the difference from 180). That fixed the feet. Finally, the "chest_FK" bone needed to have the 'X' value change from "-90" to "0" and the 'Z' value from "-180" to "0" as the starting point. I went to each keyframe for that bone and changed the values based on that starting point. Sorry for any inconvenience this has caused, Ken. How many Actions did you make? I could fix them for you if you'd like, just send me a PM with your e-mail address and I'll give you mine so you can send them if you need to.
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Okay, here's the fixed version of your Action, Ken. It wasn't that anything was broken, it was that the orientation of some bones and the controls had changed since this was made...it worked fine with the Finalupdate2 version of Squetchy Thom as it was. The updated Action works fine with the latest update...you might want to double check to make sure I didn't miss anything though. Nice Action, by the way.
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Ken? Maybe you missed the last post...could you post the Action? Also, is anyone else having the same issue? If so, could you post an Action?
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Hmmm, could you post the Action, Ken? It looks like a bone somewhere is flipping...the Action would help me isolate it.
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Not a problem, David. Thanks for giving him a workout, the input really helps. I did find one problem with the foot rolling that I was going to wait to post an update for until I could also make a modification to something in the forearms. Real life has slowed me down considerably in the past week and a half, but I'll get the modification posted as soon as I can. The installation version is close too, I just want to get the Loon rigged completely to make sure it's got all of the bugs worked out in it so that I don't leave any huge surprises for anyone. Changes in this version: -------------------------------------------------- Foot rolling fixed. -------------------------------------------------- Hmmm, the forum wouldn't let me post it as an MDL, so, I posted it as a ZIP file. [attachmentid=9618]
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Okay, it was two bones. Changes in this version: ---------------------------------------------- Chest "orient like" hips doesn't lock the chest controller. ----------------------------------------------- If there are any other issues, let me know.
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The orient like the hips constraint would lock the chest control as it is....I'll fix it, David. It would only mean adding one bone.
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Since no issues have come up with this version, I'll start getting the installation version together. I think the best thing to do would be to include the finished Squetchy Thom as an example...so that's what I'll do. Thanks to everyone for the constructive critiques.
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It took me a little longer than I thought, but, see what you think. Changes in this version: ------------------------------------------------ FK to IK transitions are now smooth. IK hand can be used in FK. IK foot can be used in FK. Bicep rotation is automated in IK now (use the IK elbow controls to correct any twisting of the arms as necessary). ------------------------------------------------
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I think he looks cool (the sunglasses really work for me). You should make an evil version for him to fight. Nice first model.
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I haven't used distortion boxes, so, that's a hole in my education...I have a few blind spots, unfortunately. I've seen a couple of characters that used distortion boxes to great effect, but I thought that they weren't transferrable between models. I just did a test that proved that assumption wrong. I'm sure it could be done, I just haven't tried it. One thing I'm not sure of is how the distortion would behave with the controls...if the controls don't scale with the distortion it might be hard to control. Definitely worth some experiments, Robert. I also did some tinkering to see about having the FK and IK controls move together and figured out something that should've occurred to me before. Eventually, the controls will go in different directions...I just have to make it easier for the animator to manually get them in the same place for the transition. I think the option of having the IK hand and foot controls doing the orienting in FK will do the trick...I have some strange things that need to be isolated in the IK/FK switchover as well. Oh, I'm full of lots of useless stuff too. Happy to help, Drvarceto.
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I think so. What I have seen is that some models have a pose for making the IK controller function as the hand controller in FK...that does make it where you have to manually position the IK controller where the hand is if you want the IK arm to be in the right place when you make the switch though. Not a problem to do that. I think that this would be possible if the FK portion of the rig controlled the IK portion. In Squetchy Thom, I have the IK controlling the FK, but I could try to add another FK layer on top of that (it would be easier than reworking everything, although I would still have to reconfigure some of the scaling stuff). That one shouldn't be a problem. I'll take a fresh look at all of these tonight. Thanks for taking the time, Robert.
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robcat (Robert Holmen), I'm still a little confused on these points. Here's what I have seen on some other models...maybe it's not what you're talking about. The other models I checked had a pose slider that made it where the IK hand could also control the FK hand. It did give you one hand control with the option of using two, but there were still two controllers. I can very easily do that. I haven't seen a model that had the IK bones mirror the FK bones movement and have a truly FK option. What I have seen is that when I switched to FK, there were still IK things going on. I'm not sure what rig was actually used since I'm not really that familiar with what everyone else uses...maybe I checked strange rigs, could you point me at a rig that does what you're talking about? I do agree that I could cut it down by at least one control bone in IK by making another hand controller (I would probably make it a null so that it would differentiate it from the FK controller) and could also give the option to use the IK foot control in FK. I'm just having a mental block about some of the other stuff. Also, I think it might aid the transition from FK to IK if I make the visibility of the IK controls an option. -------------------------------------------- EDIT -------------------------------------------- I think I understand now....maybe. If you have the option of using the IK control to manipulate the FK hand in FK, then the IK stuff will be in the right place...am I close?
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Very cool, Drvarceto. I think they're better than my first attempt. I'm going to make a five fingered version as well, as soon as I get everything tied up into a neat bow. To set the squetch control back to the origin, just select the control in the Action/Choreography, select the "Object's Properties/Transform/Translate" and set the 'X', 'Y' and 'Z' to "0". For the "hips_lower_controller" you might also have to reset the "Object's Properties/Transform/Rotate" values to "0".
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Another update, arms still haven't been updated but I changed the head squetch controls. I don't think I really did a good job with first method, however, I like this better for the job. Changes in this version: --------------------------------------------- Head squetch controls redone (unhide the head/neck squetch controls). Chest orient like hips slider added. --------------------------------------------- I'll try to have something on the arms in the next day or so.
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I just realized that I probably misunderstood you, Dhar. Squetchy Thom can be animated as-is...the rig isn't in a condition to be easily transferred to another character though. That's why I'm making the installation version. Sorry about that, I don't always have my brain working.
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I'll look at that tonight, David. I'm also thinking that the head squetch needs to be divided into front and back.
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No, I have to make some additions in order to make the installation easier...that's not to say it can't be done without them, just that it would be tons easier with them. Maybe a thirty minute install as opposed to three or four hours (not including the CP weighting)...you would also need to know a lot more about the rig without the installation version. Once I get everything nailed down, I'll get the install version posted.
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Another stop-gap update while I continue to think about the arms...also, see what you think about the head squetching. To use the original head squetching control, set the "head_aim_at_SQUETCH_target" control to 100%. Changes in this version: ------------------------------------------------------ New head squetching based on Robert Holmen's squetch ball. Fixed hiding the toe controls. Made the hat bone visible in case someone wants to use it. The foot control bone was moved to the back of the foot in one of the previous updates, I just forgot to mention it. ------------------------------------------------------- So, it's only a few things.
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Thanks for using Squetchy Thom in your exercises, Ken! It'll help find any problems that I have overlooked. You're off to a good start, by the way. If you put the legs into FK you can rotate the "hips_IK" bone...that rotates the thigh and calf bones as well, but you still have to position the feet once you do that since that won't make them rotate. If that solution isn't adequate, let me know and I'll see what I can do. I'll iron that out in the next version (sometime tomorrow, I hope)...what happens is that there are actually two toe manipulators, one for IK and one for FK and I set them to hide when not in use. Sometimes I get a conflicting "hide" that I have to track down.