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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. 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.
  2. Very cool stuff, Mark!
  3. 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.
  4. 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.
  5. Looks great, Matt!
  6. Same problem on my end.
  7. Looks great, Hutch!
  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. Looks great, Robert!
  10. 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.
  11. Happy Birthday, Mark!
  12. Good looking characters!
  13. That is a fantastic test, Robert! I have no idea what the answer to your question is...I'm very curious.
  14. Looks great, Javier!
  15. Looks great so far!
  16. Very cool, Myron! Nice looking stuff for the site.
  17. I (once again) think I've gotten my roll problem solved. It appears I did a little over-thinking and then got crazier and crazier with the setups attempting to fix things. I've got to do some resetting of things, then I want to add a couple of settings to see if they'll work. Over the next couple of days I should get quite a bit done...it's been a very busy couple of months.
  18. Great looking project, Will!
  19. Incredible, as usual, Will!
  20. Very cool, Ludo!
  21. I'm in the process of getting the tail rig finished, then I have to change the IK on the arms and legs to get rid of the "snap", then I'll release a version of the rig. Other than those two things, I could release what I have...if those aren't problems, I can give you a version that is where I'm at, Ken. The tail update is extremely close to being done...I think. The updates to the arms and legs shouldn't take more than a couple of days of tinkering once I get to it. After I post the next release, I have an update to the face setup and the "gut rig" to add as well.
  22. Hi David I tried to install the new rig on my mac but still no luck here is the report back from support summary and response don't know if anyone else is having this problem Summary: OSX install rig.hxt Description: placing the stretch rig OSX_InstallRig.hxt causes AM to crash on startup AM fails to launch I didn't know ,from where You have got this plugin . This is not in the official distribution , it is only InstallRig.hxt included . (without the suffix "OSX_" ) It's the only OSX plugin that there has been for installing the Squetch Rig...the 2008 Rig uses it as well. I don't have a Mac, so I can't recreate the problem. What we need is for Mac users to test the plugin to see if anyone with OSX is able to get it to work. I guess we'll have to ask in a different area of the forum to get our answer.
  23. If you drag the relationship in the Pose folder onto the name of the second model in the PWS, it will copy the Pose. Hope that helps.
  24. I posted an updated set of FACE installations here that now has a version with just the tongue and eyes. Hope that helps, Steve.
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