Jump to content
Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
  • Posts

    5,772
  • Joined

  • Last visited

  • Days Won

    54

Everything posted by itsjustme

  1. I found a few things that needed fixing in the standalone FACE installation...the mouth fan bones and orient bones were affected. Here is a fixed update for the standalone FACE installation. If anyone has an installation that used the previous version, I can outline how to correct the problem...let me know if you need it. Thanks to Steve Shelton for getting me to look into this. 13s_Standalone_Posable_FACE_installation_02_18_2010.zip
  2. The snake was not included in the second project either.
  3. It seems like when one of the spikes is mostly obscured by another spike is when the popping happens...I wonder if the calculations clash somehow when that happens. This is a great test, Robert!
  4. itsjustme

    spine curve

    The fan bone you put in does a very good job, Tim!
  5. itsjustme

    spine curve

    I think that the origin of the chest bone would be lower (to the bottom of the rib cage) and the origin of the hips should be higher (around the height of the navel). You can get reasonably good results by making sure the spine is toward the back of the torso and doing some CP Weighting. Depending on what you're after, there are some other options like Smartskin and building a gut rig, but this character doesn't appear to need more than the weighting. Hope that helps, Tim.
  6. I'm probably not understanding the question, but I'll give a couple of options. If the arrow is one that will not be pulled out of the quiver, you can make it part of the quiver model and either not rig each arrow (they wouldn't move other than with the quiver that way) or add a bone to each arrow that is a child of the quiver so that they can be animated easily inside the quiver (you could animate them without bones using muscle movement, but the bones would make it easier). If the arrow is going to be pulled from the quiver, you are better off making it a separate model and adding it in the Choreography. If it were part of the character or quiver, it would be affected when the model bone for either is moved and you would have to do some counter-animating to compensate. You can use a "translate to" and "orient like" constraint to keep the arrow in the quiver until you want to use it, then you can set those constraints to "0". The easiest way would be to have the quiver always on the character. If the quiver was part of the character, the belt could just be CP Weighted so that it moves with the character, then the quiver could be a single bone so that it can be adjusted when the character is moving around. If the belt and quiver need to be adjusted by the character, you could make a chain of bones for the belt that are children of a bone that is the quiver. If you need automatic movement on the belt, you could put a dynamic constraint on the chain of bones or you could use cloth. Shoot it at me.
  7. The easiest thing for the strap would be for the character to just have it on all the time...you could make the quiver the parent of a chain of bones that are the strap or use cloth. With the character always wearing the quiver, I would probably use cloth. If the quiver isn't going to be on the character all the time, I would a separate model and use "translate to" and "orient like" constraints with the chest bone as the target with an offset. The strap could be a chain of bones with a dynamic constraint applied to them...which is the direction I would lean if the character doesn't always wear the quiver. For the arrows, I would make a single arrow and then add them to the quiver with multiple instances in the Choreography using "translate to" and "orient like" constraints with the quiver as the target. Then, you could turn off the constraints on an arrow that you want to use with the bow. Hope that helps, Steve.
  8. He's a great looking character, Steve! It looks like he could use some weighting adjustments in the elbows and knees to get less pinching. I'm looking forward to seeing what you have planned for him.
  9. It took me a lot longer than I thought to figure out a few things and implement them. Part of the problem was tracking down some errors I introduced when doing some text editing on the main settings Pose (it would have taken less time just re-doing things in A:M)...there are a lot of constraints in there. I also did some cleaning up of a few things and added two more FK settings. I've got one more setting I'm going to try to add and then do a lot of tests to make sure things are working the way they appear to be in the limited testing I've done so far. I'm starting to see the finish line on version one of the tail rig, I'm thinking...then it should be in a state where I can get some critiques.
  10. That is a fantastic test, Robert! I have no idea what the answer to your question is...I'm very curious.
  11. Very cool, Myron! Nice looking stuff for the site.
×
×
  • Create New...