sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Very cool, Luis!
  2. First, there are a lot of problems with the modeling that need to be taken care of...non-continuous splines, dead-end splines, flipped normals, each joint not defined by three spline rings. In general, the modeling isn't really ready to be rigged...I have attached an image with a few of the problems marked. There are some great modeling tutorials here, here, here, here and here. Second, the 2001 Rig installation instructions are here. Hope that helps, Remy. Watch the tutorials I listed, they should answer your questions. If they don't, I can recommend a few other tutorials.
  3. First, there are a lot of problems with the modeling that need to be taken care of...non-continuous splines, dead-end splines, flipped normals, each joint not defined by three spline rings. In general, the modeling isn't really ready to be rigged...I have attached an image with a few of the problems marked. There are some great modeling tutorials here, here, here, here and here. Second, the 2001 Rig installation instructions are here. Hope that helps, Remy.
  4. The Smurf model wasn't embedded in the Project, so I couldn't check it for you, Remy. If you use "Project/Embed all" and then save the Project, the model should be included. If you are trying to use the rig that is in the Rabbit, it is the 2001 rig. Instructions for installing it are in the "Show Some Backbone" video on this page. Hope that helps.
  5. Better and better, Carl!
  6. Very cool, Robert!
  7. Fantastic, Stian!
  8. Great looking robot, Ludo!
  9. I like it a lot...a lot more efficient, adjustable...just plain smarter all the way around. It'll be a great improvement. Thanks for spending time on this, Mark!
  10. That looked great, Gene!
  11. Thanks, Mark! I'll take a look when I get home tonight.
  12. Looks and sounds great, Mark! Thanks for spending the time on this.
  13. If you weight to a single bone per segment, then you lose what I'm talking about. I think we're thinking two different things, Mark. Maybe I'm not understanding, I'll check out the example when you send it. Thanks for spending the time on this. --------------- EDIT --------------- I think I'm understanding now...it took a while to wake up, I guess. It would still require at least two geometry bones per segment though...you would need a base that doesn't roll at all to weight against, I'm thinking.
  14. I agree that the average user would probably be confused...I'm hoping to answer any questions with the installation tutorial that I'm crawling at a snail's pace toward. I'm not sure about your solution, my head isn't working very well at the moment. I know there is still a slight disconnect in my thinking, but I'm not able to put my finger on it yet. The difference I see in your solution is that it would make the roll more adjustable, since at present the fan rotations are predetermined, but I'm not understanding how it would make the weighting easier. Maybe it'll be clearer in the morning...I'm up way too late, again.
  15. I'm no expert, but it looks like it would do the job, Gene. Very cool
  16. Oh, I misunderstood, sorry about that, Mark. What you're saying makes sense...the neck and head bones should probably be moved more toward the back. Each of the four bones in the bicep/forearm are set to a certain amount of rotation, the first number in the name is the location and the second is the rotation. So, the "00" bone is located at the base of the bicep/forearm and rotates with the least amount of rotation. Then, the "03" bone is located in the same place, but has the most rotation set on it. This allows you to weight the CP's with the rotation of say the fourth bone while being in the location of the first bone. Normally, that is ridiculous...unless you need the arm to bow, then it makes sense. You can weight each section of the arm in whatever way you need to get the rotation and bowing required. -------------------------- EDIT -------------------------- I think a better description for the extra bones would be "Z rotation fan bones" because they move the same on the 'X' and 'Y' axes.
  17. The neck and spine don't have to be connected...they can be if it is installed that way though. The reason I did it as separate pieces is so that the squetching would look right. If I angle the spine, it will squetch at an angle. An FK/IK switch for the neck is an easy addition. The arm does a lot of twisting that the leg doesn't. I added bones that rotate at different percentages so that you could use them to do things like have the third bone rotate like the first bone and still have the limb bowing work correctly. Is that on Sam? There are probably a few places his CP Weighting could be tweaked. Thanks for taking a look at it, Mark!
  18. If you go through the list of tweaks, you were involved in several...it's just taken me a long time to put together a release. A multiple rigged JD would be cool, sounds like a great project.
  19. The biped update for the Squetch Rig is posted here...lots of improvements, it's been long overdue. If you get an opportunity to double-check to make sure I didn't miss something, please do. Next, I'm going to update the Quad Rig to match the biped rig. I also have to update the videos I made outlining how things work in the rig, get the installation videos done (finally), see if I can figure out the problem I had with the tail rig update, knock out a tutorial or two and see if I can get some odds and ends started back up on Bertram. I think if I can start doing a little bit in all of those directions, I'll get more done...we'll see.
  20. Here's the next update for the biped Squetch Rig. There are a lot of tweaks in this version...here's a partial list: As always, huge thanks to Mark Skodacek for his help throughout the work on this update...which has been quite a while in the making. Also, thanks to Chris Dailey for getting me to work on adding soft IK. I've done a lot of checking, but considering the number of things that have changed, I probably missed a few things. So, if anyone finds an issue, let me know and I'll fix it as quickly as I can. Next, I'm going to update the legs in the Quad Rig. ---------------------------- EDIT ---------------------------- The next version of the biped rig is here. The next version of Squetchy Sam is here.
  21. I'm going to guess...onion skinning? Looks great, Mark!
  22. Jeff Lee's Really Cheap Targa Motion Blur might prove useful. Hope that helps.
  23. Happy Birthday, Steve!
  24. There are some good tutorials at Jeff Cantin's site called "Basic Splinemanship" that will help you quite a bit. Here is from the first one: Hope that helps.
  25. I just posted the test version of Squetchy Sam I've been using here. Knock him around if you get the time...there are probably some things I missed. I nearly have the biped installations updated, next I'll work on the Quad installations. If things go well, I'll release a biped rig update in a week or so...I want to wait on the Quad update until I get the tail rig finished, so that will be delayed.
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