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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Looks great for the time spent, Robert!
  8. 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
  9. Great stuff, Steve!
  10. Looks great so far, Robert!
  11. That looks great, Mike! Very impressive results with those decals.
  12. Yessir, it is for that and also to keep the origin of each leg from being affected by any squetching.
  13. 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.
  14. Looking great, Tim!
  15. Select the CP's, then scale them to "0" on the axis you want them aligned. Hope that helps.
  16. I figured I should mention how the tail setup is going. I've made a lot of progress, but there may be a couple of minor (I hope) tweaks that still need to be made. Today I went through some attempted animations to see if I can get a handle on the workflow required to use the rig...it'll take some more practice for me to get it sorted out, but I haven't run into anything that wasn't operator error. I'll spend a couple more days knocking it around and then see if I can finally show something.
  17. I would temporarily rename "Head_Geom" to "head", install FACE, then rename it back to "Head_Geom".
  18. itsjustme

    face rig

    I'm sorry you feel that way, Mark...I think you've done nothing but great work.
  19. itsjustme

    face rig

    Looking very promising, Mark!
  20. Very cool so far, Al!
  21. He looks great, Michel!
  22. Looks great, so far, Tim!
  23. Great, as usual, Stian!
  24. itsjustme

    face rig

    Great to see you working on this again, Mark! Sounds like a fantastic set of controls.
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