sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. This may end up being what TSM2 advocates will be using in the future...if it gets finished.
  2. 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
  3. 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.
  4. Great stuff, Stian!
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. I haven't come across a problem like that...throw it at me and I'll see if I can figure it out, Steve.
  10. I added the Poses from the 2001 Rig back into the character...it should be like it was, as far as I know. Hope that helps. Army_Man_update.mdl
  11. You have deleted all of the Poses that control the rig, Myron. Hopefully, you have a version that you saved just before you did that so that it will be easy to pick up where you were. Hope that helps.
  12. She's looking great, Steve!
  13. Cool projects, Paul!
  14. I finally got a little free time and did more work on the tail rig. I got most of what I'm after, but still have a lot to do. I'm going to tear a few things back out in order to simplify some of the controls and work on some more tweaks. If I'm lucky, I might be able to show what I've got sometime next week.
  15. He looks great so far, Al!
  16. Very cool, Luis! The only things I would add are tread on the tires and some tweaking on the render to get some more reflections. Great job!
  17. The jitter at the end on the head? That would probably be in the BVH due to the person having to support themselves with their arms the way they did. If you want it steadier, you should be able to edit that head movement out.
  18. Extremely well done, Matt!
  19. Very good start, Michel! Good luck in the competition!
  20. I repeated the demo of the MirrorBones plugin that I posted here (this time in v15e). For this test, I also changed the placement of the "right" in each bone name. Everything mirrored correctly without any problems. Here is a video of the process along with the models created for this test. I didn't show the bones being mirrored with the correct names in the video (I forgot to show them again), but you can check the actual models in the Zip and see there were no problems. If you are using v15f, make sure you have the version of the MirrorBones plugin for that release...it is on this page. mirror_bones_and_constraints_with_CP_weighting_demo_different_order.zip mirror_constraints_demo_different_order_v15e.mov
  21. I've never had to put "left" or "right" at the beginning of the name...it worked for me as long as it was somewhere in the name. I haven't tried it in v15 yet though, I'll have to try it when I get home.
  22. Maybe there is something wrong with the bone naming convention...the plugin needs "right" or "left" in the names. I haven't had that happen, but it could also be because of the bone naming convention used..."r" and "l" wouldn't mean anything to the plugin, but "right", "Right", "RIGHT" would. That would be more a question for Robert...I haven't done as much messing with TSM2. I would think the last thing would be flipping the bones before running the Rigger, but I could be wrong. Hope that helps.
  23. Yes, it can mirror the CP Weights. Here is a quick video that might help. I have also included the models made while doing this so that you can experiment and compare. Hope that helps. mirror_bones_and_constraints_with_CP_weighting_demo.zip mirror_bones_and_constraints_with_CP_weighting_demo.mov
  24. I'll assume you've figured it out...probably check back later to be sure.
  25. I'll stay logged in and keep checking.
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