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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. 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
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. Very good start, Michel! Good luck in the competition!
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. I'll assume you've figured it out...probably check back later to be sure.
  12. The flipper copies the main bones but not the fans Here's a quick example video showing how to mirror a fan bone with the MirrorBones plugin. Hope that helps, Jason. mirror_bone_example_vid.mov
  13. If you're using TSM2, use the "Flipper" to copy the bones.
  14. I don't know what will or won't get you disqualified, but, making an entry work-in-progress used to be a no-no so that voting couldn't be based on who made the character...wouldn't want to lose to someone based on their reputation instead of their work. That being said, he looks great so far. Good luck in the competition, Josh!
  15. Export the Action as a model. Hope that helps.
  16. These are all great, Myron!
  17. Here is the beginning of a beveling tutorial that Yves made. Hope that helps.
  18. He could always come up with a lesser quality substitute...something small and angry/unpredictable on his shoulder would be great. "Nobody else has a mouth-foaming spider monkey...it could be my trademark."
  19. The only recommendation I have is to bevel everything.
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