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Everything posted by itsjustme
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Thanks, Steve. I did the CSS, HTML and rendered the buttons, Sebastian Pfeifer came up with the color scheme, font selection, layout and made the header image...he was extremely patient and helpful. It came out a lot better than the original version I made.
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So then... tell me truly, not much has been added to the rig that was used back then in TWO? I last looked at the Squetch about a year ago I think and unless you started backing out features instead of adding more, a whole lot has been added. That does not mean that it will slow things down at all, but it is a legitimate concern given the number of features added. [[Edit: Actually it absolutely does mean that it will make things slower... but, will it be noticeable?]] I don't remember seeing a 'lite' version of the rig for low res proxies (that is not a feature request BTW, but that would be neat)? To be fair, there have been additions and modifications since TWO, but I don't think any of it would slow down response...I haven't tested it, so there is a possibility that I'm wrong. I'll post a version of Squetchy Sam that is up to date soon so that anyone that wants to stress test him will be able. There wasn't a need for a lesser rig, but the character splineage was cut down to only what was necessary for the TWO proxy models...the TinWoodman and TinGirl proxies could do anything the actual models could do except for any muscle-based poses (since the CP numbers changed, those Poses would not have transferred from the proxy to the actual model). So, things like puffing out the cheeks would have to be done on the actual model.
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I'm not trying to sell anyone on switching rigs, I'm trying to provide information on the use and installation of the Squetch Rig. I don't care what rig anyone uses, there are several good rigs currently available, the Lite Rig, 2009 Rig, TSM2, Barry Zundel's rig, Jeff Lew's rig, the S.U.R.E. rig, etc. This tutorial (when it is finished) is meant to give as close to a complete guide as possible for the Squetch Rig. It's going to show how to use every control when animating (that's what the "Animating" section of the tutorial is for) and how to install and set up the rig (that's what the "Installation" section is for)...it should make the rig more accessible. In my mind, the Squetch Rig is not a product, since it's free...all the work on the rig and tutorials have been donated to the community by everyone involved. I realize that "product" doesn't necessarily mean something that costs money, but I think it might be confusing to some people if that word is used...reading with translation software is one possible scenario. A video tutorial on the process (which is going to be part of this), might help clear this up. For some, it's going to be a deal-breaker and I understand that. All of the other rigs I mentioned don't require the resetting of compensates, so there are other options. I'm not a programmer, so there isn't an installer for the Squetch Rig that will automatically reset the compensates like TSM2. Quite a few of them were eliminated using Expressions, but there are a lot of places where the design of the rig requires the compensates. Every time there was a bug fix or improvement, I used to release it immediately. There have been quite a few updates made since the last posted release. I have made them available to those wanting to use them, but I have been holding out on a posted release until I get the tutorial finished. The Squetch Rig was used in TWO...I don't know of any time that the rig was the cause of a slowdown. Proxy versions of the characters and sets were built to improve the speed of animating, but those proxies had the same rigs in them...although the muscle-based poses (for the characters that didn't have bone rigged faces) were not transferred. The tutorials were being outpaced by the updates, so they were outdated as they were finished in the past. That's one of the reasons I have waited so long to put this next set of tutorials together...I think it's going to be stable for quite a while. I can only speak for myself, but I have never been offended by anything you've posted, Rusty.
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I'm finally starting to get a little free time, so I should be getting things rolling again on Bertram soon. This week (so far), I did a little more tweaking to the Biped installation rigs and (finally) worked out the remaining issues with the Squetch Rig tutorial interface. I posted a new topic here for the interface. Thanks to Sebastian Pfeifer designing a layout, color scheme, font selection and putting together the header image! I'll be adding him to the "Credits" section of the tutorial along with Mark Skodacek (in addition to the long list of other things he'll be thanked for, he also did some testing on the interface) and Rodney Baker (for his input on the header image). The interface took way too long to put together because I had to get up to speed on some CSS and I had next to zero free time. I had only used a little CSS the last time I did any HTML...and it wasn't as well supported at that time (tells you how long it's been). If I'm lucky, I should start to show some progress soon...barring any roadblocks.
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Thanks to some help from Sebastian Pfeifer, I think the interface for the Squetch Rig tutorials is set. Some of the buttons have gray placeholder images for now and the video links go to the same dummy video so that it can be tested. I have tested this in Firefox 3.07 and Internet Explorer 8.06, so it will definitely work in those. Because of the non-standard way that different versions of Internet Explorer handle CSS, my guess is that it won't look right in any version prior to 8. I have to have a cut-off point somewhere, so, for IE, it's version 8...it will save me a lot of headaches. I've put the latest version of the interface in my online storage so that it can be knocked around by anyone that is interested. It is in a Zip file located here. If anyone finds a problem with the way the interface works, let me know. It will be getting populated with the video tutorials as I put them together and then released as a single collection.
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Very cool, Nancy!
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It could be that the bone that contacts the surface loses contact? There's an old project that I put together here...it's a four-wheeled cart that uses surface constraints to keep the wheels on the ground. A better setup was put together by Mark Skodacek, here. Hope that helps, Robert.
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Very cool, David!
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Looks great, so far, Tim!
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Fantastic work, William! If you get a chance, it would be great to get an overview of your process.
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Nice looking character, Steve! I'm not positive, but the shoulders might need to be pulled outward some...I also may be looking at it wrong.
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I've still got at least one more week of almost no free time to go...I did squeeze in a few things in the past week or so. I made an upgrade to the biped Squetch Rig neck...which had a lot of mistakes and problems in it (lack of sleep and working in ten minute bursts will give that kind of result). Mark Skodacek did a peer review of it, fixed all of the crap I broke, improved the design and dealt with my mental sluggishness throughout the process. The new neck setup is FK, IK, IK with auto squetching and has adjustable bowing...it will be in the next release of the rig. I really appreciate Mark's help and understanding. Thanks, Mark! Sebastian Pfeifer re-worked the look of the interface for the tutorials. Thanks, Sebastian! I'll be working on implementing those changes sometime this week as time permits. I did some work on the Quad version of the rig so that Marcos Rezende could use the latest version on a dog character he's using for his "11 Second Club" entry. I put the neck update that is in the next release of the biped version in for him because that character would benefit from it and fixed some things. I need to do some more work on the Quad for longer necks that uses something similar to the new setup...it's one of the things on my to-do list. I'm hoping to release the Quad update at the same time as the biped update. Lastly, I did a little scripting for one of the tutorial videos. If I'm lucky, I'll get that video done this week. Once I get some free time, I'll be getting a lot more done...and I'll be awake.
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Nice, Mark!
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There are a couple of problems with the legs...and I think I should change out the neck controls for your dog so that it's more like the biped version. If you send me your model I'll make the adjustments late tonight and shoot you a link to the adjusted version, Marcos.
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The Hippogyraf from TWO had the Quad Squetch Rig installed...that was the character used to develop it. It has a lot of tweaks added since then, but there are a few things that I still want to work on in the Quad Rig when I can get the time...that's one of the things I'm going to tackle once I get done with the next biped rig release.
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David ... my server ( web and e-mail ) is down for while ... can you send the files again to this e-mail..... xtaz @ live . com thanks I just finished sending the e-mail. If you have any questions, e-mail me or post in the forum.
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I sent you an e-mail with the link. The toe add-ons are included in the Zip file...they are like the toes on the Hippogyraf, just a single bone setup for each toe. If you have any questions, shoot me an e-mail or post on the forum.
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You could use TSM or the Quad Squetch Rig...I could send you a link to the latest Quad Squetch Rig (I would also use the toe add-ons for this guy) if you go that route (I plan to post it when I get the next biped rig finished).
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Great looking character, Marcos!
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Sorry I haven't posted much in a while...it's been a very rough couple of months. This week I got a little time to do some updating on the Squetch Rig biped neck setup which I'm going to get a peer review on and I also got a couple of peer reviews on the tutorial interface before posting it here. If the neck updates work out, I'll add them to the installation rigs that will get released once I get finished rigging Bertram...and probably close to when the Squetch Rig tutorials are released. There may end up being a big explosion of stuff all released at once...I just need to get a little free time. I'm still pedaling...when time permits.
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That's a shame, he looks great. Fantastic work, Mark!
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Love the ape, Mark and Ken!
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Thanks, Paul. I'll include them in my searching.
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I haven't posted in a couple of days, so I figured I should give an accounting of where I'm at on what I'm concentrating on for the moment. In thinking about the font, I found out a lot that I didn't know. It made me consider just painting something for the lettering in the banner. I'm still thinking about it...I might end up using an OFL (Open Font License) font. There are more things to consider than I initially thought. Here are a few links with some reading on the subject that is shaping my thinking: Do you know why you need Public Domain fonts? Font Licensing Are fonts copyrightable? Font legalities OFL (Open Font License) FAQ I've also managed to get the navigation look I was after...I just have one more javascript thing to do that I'll need to research. I've rendered most of the buttons for the "Animating" section of the document...I still have to figure out how to represent "Other" (which is where I'll show the overall body squetching, on-character switches and anything that isn't covered somewhere else). I'm hoping to have the interface done soon...I'll post it for review when I get there.