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Everything posted by itsjustme
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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.
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I'll echo Rodger...I find it easier to stay consistent if I model to scale.
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Nice! Great stuff, Nancy!
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I fixed an error in the neck setup and added a "head_smartie" bone for head rotation Smartskinning. Here's a quick test...there's one CP that I'm debating, but I might leave it alone. Next up is a mouth tweak...which might not involve any changes to the rig, but will see if a current theory of mine is valid. Sam_neck_test_07_01_2013.mp4
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Hard to explain...put simply I want to fool around and see if under certain circumstances small areas would seem to expand as gravity from the whole affected the local effects of gravity and also mixed in with this the effects on a void and on groups of voids. It was an idea I had for explaining dark energy. Thanks! Rusty http://www.orbitsimulator.com/gravity/articles/what.html http://gravit.slowchop.com/ http://phet.colorado.edu/en/simulation/gravity-and-orbits http://www.uranisoft.com/gravity/ http://www.mathworks.com/matlabcentral/fil...avity-simulator
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I don't think he comes around here any more, but, I'll still wish him a Happy Birthday!
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I centered the center bones on the "X" axis, deleted the left half of the body, centered the center spline, CFA'd the right half of the body and ran the MirrorBones plugin with the tolerances set to .3 (I think it would have worked set lower). It appeared to work fine. I didn't go through and check any of the rest of the rig, so I don't know if everything is where it is supposed to be, but, I think I can safely say that the problem is probably either or both of the things I changed. I didn't fix the groups, so that needs to be done. Hope that helps, Paul. PappaBearRigged_V3t11_updated.mdl
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Newton Physics maybe?
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Happy Birthday, Gerald!
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I found a small issue with the auto shrug when shoulder steady is on...I tweaked it. I'll do some more testing and adding to the installation rigs and see if anything else turns up. Sam_shoulder_steady_test_06_27_2013.mp4
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Okay, one more quick test. This is to make sure that the auto shrug will work with the shoulder steady setting. There is a little manual tweaking in there, but I think it's at an acceptable level. Sam_auto_shoulder_steady_test_06_26_2013.mp4
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That's the goal, Sebastian. I've still got a little more testing to do, but I think this may do the job. After I finish with the shoulder update, I've got two other things on Sam that need to be updated, then I can get the rig update released.
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I had to change how it worked, but I think I've got the auto shrug working. Here it is side by side...left side is non-auto and right side is auto shrug. Sam_auto_shoulder_test_06_26_2013.mp4
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Happy Birthday, John!
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It's an on/off at the moment (which keeps everything in the correct position between switches), but the height that the shrug can reach is a slider...so it could be messed with that way since the movement is based on a percentage of the maximum height. Also, it can be manually adjusted even when the auto shrug is turned on. I'm still experimenting, so the current setup will probably get tweaked or even changed.
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Here are a couple of clips comparing non-automated and automated shoulder shrug movement. When the hands meet, the shoulders lower on the automated version. It can be corrected manually, so it may not be a problem. I'll have to do some more experiments. --------------------------- EDIT --------------------------- Thinking about it, I probably should mention a few more things. The non-automated version was done manually and this was to see how the automated version would compare. Also, some of the muscle movement is done using CP Weighting to bones and some of it was done using Smartskin. I messed with some rig setups to get the same kind of muscle and collar bone movement, but decided it would be easier for the animator to just Smartskin finer details like that. Sam_non_auto_shoulder_06_20_2013.mp4 Sam_auto_shoulder_06_20_2013.mp4
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Happy Birthday, Luuk!
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Happy Birthday, Paul!
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Looks great, Sebastian!
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Happy Birthday, Martin!