sprockets Break Room Starship Man and flower Room with open light shining through window Perpendicular Normals gear brown shoe
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
  • Posts

    5,786
  • Joined

  • Last visited

  • Days Won

    58

Everything posted by itsjustme

  1. Another update on what I'm doing...don't want it to look like nothing is happening. I've been tweaking the biped installation rigs and add-ons to (hopefully) make things easier to position...mostly fingers and toes.
  2. Great job, Kamome!
  3. Try this, Jason. The number decals weren't included, so I just went with 36 degrees for each. I went with a combination of Expression and keyframes...although I'm sure it could have been done with just Expressions. Hope that helps. Gear_dial_12_update.zip
  4. I've seen this problem, but I thought it was just a problem when doing a "Quick Render"...I'll have to check when I get a chance.
  5. Looks great!
  6. Happy Birthday, Steffen!
  7. Looks great, David!
  8. I'm forced to post another "stay alive" post for this thread...very little time the past two weeks. I'm going to be back to working on the rig installation tutorials this week.
  9. It should only take two constraints...a "translate to" and "orient like" constraint. Hope that helps, Rodger.
  10. Great stuff, Shawn!
  11. Good luck with the project, Jesse!
  12. Another great model, Stian!
  13. Looks great, Matt!
  14. Happy Birthday, Will!
  15. I figured I'd better post a "stay alive" post to show that this area isn't dead. I got a little side-tracked fixing the biped rig after finding a problem during an installation and decided that I should finish what I said I would...about a year ago. So, I updated Squetchy Sam's hands and tweaked his arms and shoulders a little so that I could use him in a rig installation tutorial. As soon as I finish tweaking his thumbs, I'll get started on the videos. I've got a few more things for Bertram's first set, but they aren't in a state that I can show yet...those are coming too (I also have to update the Quad Rig).
  16. Great stuff, Mark!
  17. This is because of the switches. The switches control those poses with smartskin, which can't be turned OFF. D'oh! You are absolutely right, Mark...I feel like an idiot. The reason there wasn't a problem with the installation rig is that I didn't include the switches in my test. It's the obvious that always escapes me. Thanks for the reminder, Mark!
  18. It's a lot of CP Weighting, definitely. I've toyed with the idea of making something that uses the Transfer_AW Plugin to make it a little easier, but I think you would still need a good overview of the bones available for weighting. I'm working on that. There are bones for short sleeves that are identical to the bones for the biceps. They will move like the biceps except for the roll, which is adjustable. I think a slight difference between the short sleeves and biceps adds a little (a setting like 90-95%). I had the same trouble with Squetchy Sam, so I tried it with one of the installation rigs and it worked fine. Then I tried another rigged character and had the same problem. I had the same results in v13, v15j++ and v16. I'll mess with it tonight and see if I can narrow it down. Thanks Nancy!
  19. Fantastic, Stian!
  20. Okay, I tweaked Sam's face more to adjust for some of the changes (just a few sliders and a couple of CP's getting weighted differently) and put those changes on the version of Sam with the arm updates suggested by Mark Skodacek. The roll of the forearms and biceps for setting up the character is adjusted using the percentage sliders in the "Rig_Components/arm_constraints_folder" section. This, as Mark suggested, would simplify the CP Weighting on the arms. Also, the limb bowing has changed...instead of being affected by the rotation of the limb, it can be set to an amount of bend. That means that the amount of bowing would generally be manually adjusted through arcs, but it also gets rid of possible bone flipping during extreme bowing (at least that is the intent). Knock him around to see if he breaks if you have some time and I'll start on the installation rigs. ----------------------------- EDIT ----------------------------- The next version is in this post, this one has been deleted.
  21. I found a problem in the face rig that I think I've got a fix for...it shows up when manually manipulating the Maxilla and LowerTeeth bones. Here is a version of Squetchy Sam with what I think will correct the problem installed. If anyone has time, knock him around while I see if I can finish the arm update that Mark recommended (none of that work is in this version of Sam). Hopefully, I'll have an update to post in the next couple of weeks. ------------------------------- EDIT ------------------------------- Next updated Sam is in this post.
  22. Now that Stian mentions it, I'm reminded of a similar thing I had happen when using AO...I'll have to take a second look to see if there is a double layer in there. For some reason, I didn't connect the dots until AO was mentioned. Incredible model, as usual, Rodger! ----------------------------------- EDIT ----------------------------------- Nosir, mine wasn't the result of a double-layer or internal patches...it could have been the material I had applied (it had some displacement) or just how close I had things nudged. I'll have to do some experiments late tonight to see if I can narrow it down...it only showed up in AO renders.
  23. Happy Birthday, Chris!
×
×
  • Create New...