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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Select the CP's, then scale them to "0" on the axis you want them aligned. Hope that helps.
  2. 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.
  3. I would temporarily rename "Head_Geom" to "head", install FACE, then rename it back to "Head_Geom".
  4. itsjustme

    face rig

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

    face rig

    Looking very promising, Mark!
  6. itsjustme

    face rig

    Great to see you working on this again, Mark! Sounds like a fantastic set of controls.
  7. I found a couple of things that might help with car paint here, here and here. Hope those help, Tim.
  8. I think explorations in unconventional directions is where you get the best stuff...at least that has been my experience. I'm sure you could make cloth into something that would pass as a liquid...have you thought about using hair? I haven't tried it, but it might give you something usable. Several things about hair make me think it could be worth trying...you can use an image to shape the hair into whatever you need, forces can be used to move the hair or it can be groomed in Poses. You could also probably use hair for a flickering flame using an image sequence...that one I'm going to eventually try.
  9. Hit the asterisk key on the numpad to expand the tree of bones that are children of the selected bone...if you select the "Bones" folder and hit it, it will expand the trees of all bones in the model. Hope that helps, Jake.
  10. This may end up being what TSM2 advocates will be using in the future...if it gets finished.
  11. It seemed to work alright...there might be a few things that need to be tweaked though. Select the bones instead of the geometry. Hope that helps. SantaClausTSM_2Test_221009_update3.mdl
  12. I don't think so...he does fit into the "what does she see in him/lucky bastard" category, but that's not a bad thing.
  13. Do you have "use tolerance for CP position" checked in the MirrorBone plugin? I generally use a tolerance of ".03", but you might need to make it a higher value. I just did a very sloppy test using the MirrorBone plugin and TSM2...everything appeared to work fine. The CP Weighting mirrored and the rig installed correctly. I would have to try it in different versions of the software to be sure, but I think it should work.
  14. The model bone was hidden in the "Show_and_Hide_Rig_Components/hide_face_setup_bones/mouth/hide_mouth_lr_bones" Pose...easy fix. I've fixed it in the next update versions as well. Here is an updated Trot. Hope that helps. TrotNOdecals_update.mdl
  15. Send me your model too, Steve...it will give me more things to compare. I haven't been keeping up with the SO characters, if someone could point me at Trot, I'll take a look.
  16. I haven't come across a problem like that...throw it at me and I'll see if I can figure it out, Steve. It's a problem with 15g - the models with the squetch rig used in Tinwoodman work in 15g, the ones with the new squetch (used in Scarecrow) don't work in 15g (I believe lite rig has same problem, not sure)...they all work in ver 15 e,f...Perhaps it is related to which version of A:M the model got rigged? I just checked (in v15g) a few models I have that were rigged in v13t...they work fine. Those have versions of the rig that have been worked on in the past year, so maybe there's something different. I know that Expressions have changed slightly since the original TWO characters were rigged and now require some parentheses to be added, but that's the only thing that I think have been encountered prior to this problem. If I can get a model from someone that is confirmed to not work, I'll do some checking...either post it in this thread or shoot me an e-mail. ---------------------------------- EDIT ---------------------------------- I'm thinking I should release a rig update when I get the tail done, but before I get the face rig update finished...there have been so many updates and fixes, I feel like it's due (then, I'll post another update once the face rig update is finished). I'll also want to make sure this new problem is taken care of.
  17. I haven't come across a problem like that...throw it at me and I'll see if I can figure it out, Steve.
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