Jump to content
Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
  • Posts

    5,772
  • Joined

  • Last visited

  • Days Won

    54

Everything posted by itsjustme

  1. Looks fantastic, Tim! Very nice splineage.
  2. HI the program fails to launch with the install rig in the hxt folder j That would be something for Steffen to take a look at then...make a report on AMReports. It would help if several Mac users tested to see if they also have this problem to help narrow it down. If there is anyone on a Mac running v15g or h that can test to see if the InstallRig plugin works and post in this thread, please do. Another thing I'm wondering, is if it will work using Bootcamp or some other Windows emulator.
  3. Here is an eye tutorial, if you need one.
  4. I tested the InstallRig plugin in v15.0g in Windows and had no problems. Is there anyone on a Mac running v15.0g or h that is able to use the InstallRig plugin? Or is everyone on a Mac having this issue? Now, my question is, did A:M crash when trying to run the plugin, or was the program unable to start? Then, if A:M crashed when trying to run the plugin, have you tried running the plugin while in Modeling mode? I have had no problems if I run the plugin in Modeling mode, but I have occasionally had some issues if I stay in Bones mode.
  5. I sent you an e-mail, Steve...let me know if you don't get it.
  6. The good news is that there shouldn't be any difference between an older version of the InstallRig plugin and the most recently posted version, Sebastian. So, using the old one you have would be fine. I don't have a Mac, so I can't check that version of the plugin...if someone else on a Mac could confirm the problem, and one that we know works gets posted, I'll replace the one in the released version of the rig. I hope that made sense. mac test placing the install rig in the the .hxt folder crashes AM even if i remove all of the other hxt's mac snow leopard 15.oh Hmmm, it it's the Mac version of the InstallRig plugin, then I'm not sure what the problem would be. I know that before v15.0f, the plugins were compiled differently. I haven't used the plugin with anything past v15.0f (in Windows), I'll have to see if it works when I get home tonight to confirm that. If it's a matter of recompiling the plugin, that would be something to ask Steffen about.
  7. It's got a few things wrong, Steve. If you either send me the model or post it, I'll take a look at it.
  8. I posted the latest installation version of the standalone FACE Rig here.
  9. Steve George (Tunames) is working on installing the FACE Rig in a character rigged with the 2008 Rig and ran into some issues. I hammered out an installation version of the standalone FACE Rig from the unreleased version of the rig to make things easier (no compensates to reset). I added the latest version of Squetchy Sam so that there is an installed reference. Once I get the tail rig I'm working on finished, I'll post a complete update of the biped and quadruped rigs before I work on the face rig upgrade. ------------------------------- EDIT ------------------------------- The next release of the standalone FACE Rig and Squetchy Sam is here.
  10. I've got the present rig that hasn't been released yet...no compensates to reset. I can make a standalone FACE from that, it should make things easier.
  11. Is there a bone named "z_switch_FACE" (I may not be remembering correctly)? I know there are "z_switch_FACE_mover" and "z_interface_switch_FACE". The "mover" is used to position the "Blink" and "aim at master eye target" FACE controls (select the bone, hit the "N" key, hold down the "Ctrl" key and translate the bone or use the Poses in the "Animation_Controls/FACE Interface/Customize_interface/Blink_aim_at_master_eye_target" folder in the "Properties" for the model). If you look at Squetchy Sam, he has everything set up for his face. Also, for the 2008 Rig, you should make the target for the FACE controls the "Head_Geom" bone because it stays with the head. Hope that helps.
  12. I think I tracked down all of the problems in the tail rig...I just have one more to completely figure out. It acts like I may have fixed it, but I'm not 100% sure yet. I'll have to run more tests. I also ended up adding more controls to the automated portion of the rig...probably some overkill in there that may get eliminated eventually.
  13. There are some compensates on the "FACE Interface - Master" in the "FACE Interface/Constraints (do not touch)/Face Control Constraints" Pose...resetting those should fix it. Hope that helps.
  14. Actually I did constrain the buttons after the cloth was simulated. It's possible that the spline serving as the path is stretching unevenly so that say, the 40% ease point is moving quite a bit, but that doesn't account for all the wandering motion the button is doing. If you make the spline for the buttons attached to the sock instead of one of the longer splines that make up the sock, it wouldn't be doing any stretching...it could be just a two point spline attached with a hook. It's worth trying.
  15. That is a genius idea for an 11 second club submission, Robert! Have you tried using a single hair with a button image for each eye? It might track better...I haven't tried it though.
  16. I still have a few things to track down in the tail rig (which will also work as a snake rig or tentacle) that didn't "take" when I copied some constraints, but I slapped together an Action that shows some of what it can do. Everything I show can be done on all axes, I just didn't have a lot of time. The resizing and translating of sections can be done both manually and automatically...I show the 'Y' auto translating (it can also do 'X' and 'Z') and both the 'X' and 'Y' auto resizing. The paths can be manually reshaped using the null controllers and the automated translating and resizing can be done from any position (it was just easier to see the auto resizing with the tail straight). There are seven settings, one non-path and six path (three non-auto and three auto). After I've tracked every issue down, I'll put together a demo showing how the controls work and send the rig for peer review. Here are some videos of the Action I made from two angles and two render modes. tail_demo_bird_11_30_2009_H264_.mov tail_demo_bird_wire_11_30_2009_H264.mov tail_demo_side_11_30_2009_H264.mov tail_demo_side_wire_11_30_2009_H264.mov
  17. That looks great, Mike! Very impressive results with those decals.
  18. Yessir, it is for that and also to keep the origin of each leg from being affected by any squetching.
  19. Hopefully, what I end up with will be worth the long wait. If you have the time, it would be very helpful if you could point out my mistakes, Mark...a peer review would be a good thing before releasing it. I'm thinking I'll have it at a point where it can be reviewed in a couple of days, barring any unforeseen problems. At that time, I'll post a video showing what it can do as well. Then, once it gets through a thorough review, I'll post the tail rig by itself and then start trying to integrate it into the Squetch Rig.
×
×
  • Create New...