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Everything posted by itsjustme
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I'm using GIMP to make the opening graphics, AbiWord to write the script, Audacity to record and edit the audio, CamStudio to capture the video (using the CamStudio lossless codec), Virtualdub to edit the video (using the CamStudio lossless codec) and to combine the opening graphics, audio and video, HandBrake to convert the AVI file to an MP4 and Aegisub to make the subtitles (I copy and paste from the original script and adjust the timing using the MP4 played as a guide in Aegisub and then export it as an SRT file). I used to use Subtitle Workshop, but it isn't an active program now. It still works, but Aegisub is a lot like it, is cross platform and is still active. I like including subtitle files in case a word gets clipped (or I mumble or something), for the hearing impaired and for conversion into other languages. Hope that helps, Rodney.
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I've been adding Squetch Rig tutorials to this post and continue to tweak the Squetch Rig as I find things. The latest version of the rig and Squetchy Sam are here. I've got a lot more to do.
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I have added a tutorial on animating the legs in the first post of this thread.
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In the course of working on the Squetch Rig tutorials, I found out that turning off the "Support Limits/Damping" on the kinematic constraints on the forearms and calves breaks the "arms_IKFK_SQUETCH_biceps_and_forearms_individual" and "legs_IKFK_SQUETCH_thighs_and_calves_individual" Poses (very pronounced in IK). So, I turned those back on, moved the euler limit constraints to the "right_arm_FK_IK", "left_arm_FK_IK", "right_leg_FK_IK_toeIK" and "left_leg_FK_IK_toeIK" Poses, and set the euler limits to be "on" only in FK...it appears to eliminate the problems and I haven't found anything that it breaks. Here is an updated character and Choreography. The rig and Sam are updated here. mainscene_anim01_C_update_07_23_2013.zip
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Here's another update...it fixes the "arms_IKFK_SQUETCH_biceps_and_forearms_individual" and "legs_IKFK_SQUETCH_thighs_and_calves_individual" Poses. ----------------------- EDIT ----------------------- These files have been deleted. Next release is here.
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Great stuff, Mark!
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I forgot to mention it here, but I am currently putting together some videos for the Squetch Rig which I'm posting here as I get them done. As I make them, I will be fixing any problems I come across in the rig...the lastest at this time is here. I've got a few other things I want to get done, so I may jump around on projects so that I don't feel like I'm getting bogged down.
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In this post I will be adding videos showing how to animate with and install the Squetch Rig as I get them done. If anyone finds a problem with the tutorials, let me know. Inside each ZIP file, is an H.264 encoded 1280x720 MP4 video and a subtitle file (.SRT). Some of the video players able to use the subtitle files include (there are others, but I am familiar with these): Windows: KMPlayer GOM Media Player VLC UMPlayer Mac VLC UMPlayer Squetch_Rig_Animating_Neck_and_Head.zip Squetch_Rig_Animating_Torso.zip Squetch_Rig_Animating_Legs.zip Squetch_Rig_Animating_Hands.zip Squetch_Rig_Animating_Arms.zip
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Early Sunday Morning Building
itsjustme replied to R Reynolds's topic in Work In Progress / Sweatbox
Looks fantastic, Rodger! -
While making one of the tutorial videos, I ran across a couple of things to tweak, so I'm posting a quick update. When I finish the videos, I think I will have found most issues. This update renames one bone and fixes a problem with the "switch_chest_IO" and "switch_stomach_IO" rotating when the chest and stomach were rotated. ----------------------- EDIT ----------------------- These files have been deleted. The next release is here.
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Happy Birthday, Rodger!
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To use the plugin, select the Project in the Project Workspace, go into "Plugin Properties/Timelog" and enable logging. Here is more information about it. Hope that helps.
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I just uploaded an updated Squetch Rig, standalone FACE rig and Squetchy Sam....here.
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I think I'm at a place where I can post this as a beta...which means I may find some things that need tweaking while I put together the rest of the documentation. I hope to have some videos done soon, barring any complications. There are a lot of fixes and updates, but the biggest things added are a new installation method and an auto shrug. Thanks to Mark Skodacek and Sebastian Pfeifer for their help! If anyone finds a problem, let me know and I'll fix it as soon as I can. ----------------------------------- EDIT ----------------------------------- These files were deleted. The next release is here.
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Congrats, Sebastian!
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It appears to only ship within Japan...at least that's what it says here.
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Great stuff! I loved playing that game too.
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The kinematic constraints on the forearm bones in the "Animation_Controls/Arm_Controls/right_arm/right_arm_FK_IK" and "Animation_Controls/Arm_Controls/left_arm/left_arm_FK_IK" needs the "Support Limits/Damping" set to "Off". You could just delete those Poses and drag the ones from the corrected model and re-save or you could go into the Poses and change that setting. Hope that helps. ----------------- Edit ----------------- I also e-mailed a link to you, Sebastian.
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I haven't found anything else, so that may be it. I don't think that setting is necessary with the way the IK works now...so I'll change that in the next update. Thanks, Mark! Here's the updated character. If you run into anything else, yell. thanks a lot you 2 lords of the rigs!!! once again you saved the night! That one was Mark. He's my favorite rigger. I checked the legs (which are rigged with the same setup) and I had already set those to "OFF"...I guess I just missed fixing the same thing on the arms. Hopefully, nothing else pops up.
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I haven't found anything else, so that may be it. I don't think that setting is necessary with the way the IK works now...so I'll change that in the next update. Thanks, Mark! Here's the updated character. If you run into anything else, yell. baldy_ready_update.mdl
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I don't think you messed up the constraints, the problem may have been lurking waiting for the right combination of events to show itself. It could be a lot of things...right now, I'm thinking cirularity, which gives all kinds of crazy unrelated appearing problems. I'm still digging, so that may not be the problem in the end. I just have to go through a bunch of testing to isolate what's going on.
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It acts like a circularity in the constraints...that may not be it, but I'll do some digging.
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The popping didn't happen in v16, but I see it in v17. Now that I see it, I can do some more investigating. I'll post again shortly.
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Can you send me the model and Action/Choreography, Sebastian? That would make it easier for me to find.