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Everything posted by itsjustme
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If it were a snake, it would've bit me! Thanks for pointing that out David! Here's Release Candidate 2. Changes in this version: ------------------------------------------------------------------- The hands lock with arm movement...I made it lock on both IK and FK. Added on-the-hand finger curl and hand clench controls (rotate the roll handles on the bones pointing up...they appear when you set "show_finger_controls" to on). --------------------------------------------------------------------- I don't think I broke anything in updating, but, if you see anything broken or don't like something I did let me know.
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Thanks for looking it over Mark! Your input will be a big help.
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Alright, now I need everyone to try this rig out and suggest improvements/corrections. Everything should work, but, maybe I missed something or maybe you see how it could be better. I have named this one RC1 for "Release Candidate". Changes in this version: ----------------------------------------------------- Stomach in/out added. Chest in/out added. Pose that unhides all of the geometry bones for easier CP weighting added. Whole hand left and right squetch added (to squetch just the palms, squetch the hand, then squetch each finger1 to compensate). Pose to unhide the finger squetch controls/targets added. ------------------------------------------------------
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Okay, for lack of a better place to put this...here's the update for the GIMP Script-Fu to make an iris for GIMP 2.2.8. Thanks to Keith White for giving me a heads up on the need to update this. Let me know if you have problems with it, here's how to use it: ----------------------------------------------------------------------- To use the script (after unzipping the file), put it (irismap228.scm) in the scripts folder in the GIMP directory...on Windows XP it would be something like "c:\Program Files\GIMP-2.2\share\gimp\2.0\scripts". Once the script is in the correct folder, you can start GIMP and use the script by going to "Xtns\Script-Fu\Misc\irismap". On the menu that comes up, all of the listed variables can be edited by clicking on them. The default settings make one brown iris that is 400 pixels wide and 400 pixels in height with a background color of a version of purple (200, 0, 200). If you uncheck the "flattenlayers" button, the image will have twelve separate layers (so you can tweak individual layers before "flattening" the image). If you want to save your original iris with its' layers separated, you'll want to make it an XCF file. To save the file as one layer for using in Animation Master, you'll have to "flatten" the image by using the "Flatten Image" tool in the image's "Layers" menu. GIMP will use the color you have selected as the background color in your color picker as the background for the flattened image. Using this script you can only get an oval iris and pupil, but they don't have to be perfect circles. The smallest overall iris size this script can make is 400x400 with a minimum pupil size of 125x125...the maximum overall size and pupil size is 9999x9999 at the moment but that was an arbitrary limit I put on it, you can change that size by changing the setting in the Script-Fu if you have a need for a larger iris. --------------------------------------------------------------------------- A version for GIMP 2.0.4 is earlier in this thread. irismap228.zip
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It took me longer to get back to this than I thought, but, better late than never, I guess. Changes in this version: ------------------------- Changed from mitten hands to hands with fingers. Hands are rigged. Translating the finger controllers moves the carpals. Hand clench/spread poses added for each hand. Squetch sliders for each finger and each joint of the fingers. Added a pose to hide/unhide shoulder controls. Added a pose to hide/unhide finger controls (default is hidden). Added finger curl sliders for each finger. ---------------------------- Plenty of things still to be done, but it's improving.
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Okay, now the repairs are done. In this version: --------------------------------------------- The shoulders are improved a little (hardly noticeable). The forearms have been re-rigged (works much better now). I added some mitten style hands (haven't rigged those yet). The CP weighting on the arms has been redone. The biceps roll properly now. ---------------------------------------------- I'll install the hand controls next, then I've got a few other assorted small things to add. Hopefully, I'll get most of it done in the next couple of days.
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D'oh, I was going to post an update, but, I found some things (as I was posting) that I need to fix before I do...I'll try to have it posted by tomorrow.
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Not a problem, G. This version fixes everything I had broken in the last version (as far as I can tell), so now you can squetch the arms to 200% like the legs with the sliders (and the other squetch controls are still available as well). There are still a couple of additions and tweaks needed, but it's closer.
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Okay, here's a version with squetch sliders for the arms added, the null controls are also there still. I set the easily seen sliders' squetch scaling to such a small amount (120% of normal) in order to maintain the elbows...the sub sliders can go higher, but, you will have to adjust the elbows (I'll see if I can clear that up). I still have some things to do, I'll try to knock out some more tomorrow.
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I didn't find 3D Flash Animator hard to use at all...I'll admit, the only thing I've actually made with it was a guitar tuner, but, I didn't have a problem. Try the downloadable version and see if it's something you can use. Here is a support forum for it that has links to online tutorials...I'm sure you could find other places online as well. Whatever you decide, good luck.
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A low cost alternative to using Flash, you might try 3D Flash Animator...I think it's $50 (and you can try before you buy).
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Well, I got stopped by the clock today...I had the arms in pieces when I realized I had to wrap up for the day. So, I had to look through a few versions to find one that didn't have things broken (at least I didn't find anything wrong in the time I had to check). Updates in this version are: -------------------------------------------------------------------------- You can squetch the legs while using IK or FK using pose sliders (the other squetch controls are still there in addition to the sliders). If you squetch the thigh and calf to different percentages, you'll have to adjust the foot using the null squetch controls when using the IK controls (the toes stay pointing if you don't). The shoulders follow the arms a little when using IK, they can still be adjusted when in IK manually as well. I fixed the forearms and adjusted the CP weighting around the hips, it deforms a lot nicer now. You can use IK on one leg if you want now...I figured that could be useful. -------------------------------------------------------------------------- Still lots to do, I should have the arms finished in a day or so if I get the free time I'm expecting.
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I like it so far, Elquintojinete001. It would be fun to see it with some patches distorting...maybe put this rig into a head you have or one of the models on the CD. What more did you want it to be able to do? It looks like it would be great for a cartoony character.
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Thanks for taking a look, Mark. I'll try to have an update posted by Monday (my schedule is easing up a bit). Oh, I finally got a chance to see your video of the Osipa-style face controls...very nice. Anyone not familiar, it's located here. That's something I'm thinking about incorporating eventually, it looks like it's fun to mess with.
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Thanks for the feedback, Drvarceto. I still have a lot of things to tweak and add, but it's not a bad start. I like Mark Skodacek's rig as well, John Keates' rig is also nice. Both of them are in this thread in case anyone hasn't seen them.
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This is just a quick update, I haven't had more than a few minutes here and there to work on this for a while. Things different in this version, when you turn off the IK legs, the FK controls are visible, the upper torso can be manipulated using a non-squetch method, the biceps flex with the turning of the wrists in addition to the flex when bending the arm and I've added some shoulder controls. I still have a lot to do, including fixing the forearms, scaling the IK controls to match the squetching, adding shoulder movement to the IK arms (you have to manually adjust them at the moment) and a few other odds and ends. The best way to use the squetch right now is to move everything using either the IK or FK and then add the squetch.
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That's one of the things on my to-do list, I've got some possible ways to do it that I haven't had a chance to try yet. I might have to rework a few things to get it done. Yessir, I just haven't gotten there yet...I get caught up in the little stuff sometimes. I'll try to have a new version up sometime on Monday. Thanks for taking a look, Mark.
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It still needs some work, but, this is once again a good stopping point for this evening. He's got some flex in his biceps now, however there are still some minor things to tweak with them. I'll tackle some more tomorrow.
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I forgot to fix the hands in v4, this version has the hands and forearms working better.
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Another snapshot...the arms have a switchable IK setup of sorts, the squetch operates as an addition to the IK stuff (if you reach a limit of the IK setup, you can continue the movement using the squetch controls), I added a bicep roll target and rearranged the pose sliders some. There are still a lot of things that need to be done, but, it's more useful than it was and it's still got the squetchy toys to play with...it'll get better.
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Once again, a good stopping point for the day. I went through all kinds of complicated crap and then realized a method that would probably do the job that I'm after easier. I wanted IK, so, here he is with a mangled version of David Rogers' IK leg setup (thanks for sharing, David). The squetch is still there, just unhide the controls in the pose sliders menu. What I did on this would be an ideal way to put standard muscles in a character as well...I'm sure it has already been thought of.
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The knees and elbows should be scaling 50% of what the bones on either sides of them are scaling...at least I think it's in the second version (depending on the angle, sometimes the knee/elbow needs to be rotated using the null though). What I'm doing now is putting in a more standard setup so that you can animate him normally and then just distort the body part you want with a null, I should have something new posted in a day or so. Thanks for the input, Mark.
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Very nice, Jin! The only thing that I'm wondering about is the window on the door, it looks like one piece of glass from the door into the body behind the door (I'm not familiar with how this car's windows look, so, feel free to ignore me)...I could just be looking at it wrong. I'm definitely looking forward to the tutorial!
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Okay, a few improvements on this guy. I've got a lot more to do (and several things will probably change), but this was a good stopping point this evening. Anyway, something to mess with.
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I just got a chance to watch the Expressions Tech Talk (124 MB download) and this is something I used to try my hand at it. Not a conventional rig, but fun to mess with. If you need an extremely squetchy character something like this could be useful. Just move the visible nulls around in an Action to get a feel for it.