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Everything posted by pixelplucker
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does look good, you could emphasize the bow pull and make him strain drawing it and like Spleen said add some speed to the arrow.
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New commercial made with A:M
pixelplucker replied to John Bigboote's topic in Work In Progress / Sweatbox
Had to download it to my desktop, some reason firefox is pointing to quicktime. Ad looks great! -
Thanks! I was attempting to learn c and had recently installed express here but the tutorials slightly skip steps. If you use the same tutorial to bake a cake it would start you off cracking a couple of eggs then how to cut the cake up and serve it, nothing in the middle.
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Nice looking piano Spleen, just need to add some claw and ball feet and 50,000 patch scroll work for some trim to spaz it up some
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Toss a lag bone for the belly so it can bounce along with a nice heavy walk cycle? Great looking character.
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Nice arm! the animation should be pretty funny, can't wait to see it.
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Rather than change the order of the bone structure that I thought it might screw up the builder, I simply rigged it quickly to just the first spine ignoring the rest. It seemed to work just as I wanted. Now typical of most my oddball models, I have tons of weighting to do but at least the ik works good. Thanks for some feedback.
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I figured if anyone knew it would be you. I tossed in the jaw and tongue bones on this and have them off of spine 1. If the body is rigged to just spine 1 and spine 5 would the tsm make one bone or does it ignore bones that aren't used? If I rig to just spine one, then I could do the head separately like antenae and make a controller bone that isn't generated by the tsm. Basically I want the eyes to act as the head to make it somewhat human like but the body is the mouth and not really part of the head. garth.zip
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If I have a character with 5 tsm2 bones from the rigger, can I just assign all the cp's on the body to the first bone? I don't want the body to flex at all because it also has the mouth as part of it. The neck and head are actually above that but only have eyes on stems.
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Thought I would make a character that I can put in lots of personality. Im thinking of rigging both eyes together as a head, stems of the eyes as a neck and the 2nd back bone might actually be just above the mouth region, should be kind of interesting. Of course lots of exaggerated mouth poses. Not sure on what color and texture I should use yet.. suggestions always welcomed.
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very nice!
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How are you coming along with your rigging Roger? Hollar if your getting stuck.
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Trying to get one project finished
pixelplucker replied to JavierP's topic in Work In Progress / Sweatbox
Excellent work! -
rig testing the grasshopper
pixelplucker replied to TheSpleen's topic in Work In Progress / Sweatbox
Motion blur would be nice on the wings on the fly. Great characters! -
You can make your nebula as a backdrop, I did that ages ago for a video game that fizzled out because the client got deported but enough about the boring off track blabber. I used the photoslop clouds filter on different layers and colorized them with Hue and Saturation and make it into a spheric map that was on a sphere around my scene. If you need to zip around and want to keep them in the distance just attach it to the camera but keep the orientation constant.
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Looks like it will be a pretty nice project, plan on having people blip by to add to the effect of time laps?
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Now you guys know I'm loosing my mind.... here is a twist tie guy rigged with tsm2. Have fun. tieguy.zip
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rig testing the grasshopper
pixelplucker replied to TheSpleen's topic in Work In Progress / Sweatbox
very cool, i did notice the bottom right back leg does clip the middle right leg towards the end, maybe kick an elbow up some? -
You can rig by hand from scratch but you will spend an easy gazzillion hours because you need to created balance rigs and all their relationships as well as the controllers, fan bones and so on and have the ability to switch from ik to fk. The idea behind having rigs such as 2001, 2008 and TSM2 is to speed up the process that is often redundant. The 2001 and 2008 rigs have fixed bone names and allow actions to be transfered from one character to another though the 2001 and 2008 are not compatible with each other in that sense. This means if you use the 2008 and make a walk cycle, run and so on in actions you can use those actions on other characters with 2008 rig. You may have to tweak them according to the character but the base work is done and can be recycled. The TSM2 is a unique rigging system that directly addresses the problem with rigging anything other than a biped. It is a specialized system that allows tails, wings, various number of appendages and so on. I don't doubt your abilities I would suggest rigging it in the 2008 first and get the weighting down pat and familiarize yourself with how it is constructed before leaping off the ledge and trying all from scratch. I thought I could make a rig from scratch and found out it horribly complex, time consuming and the tweaking involved is immense.
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The TSM2 rig or 2008 rig can work well for the dragon and if you used cfa on the model so that it is symetrical then the mirror bones should work perfectly. Simply rig one half and do the cp assignments and weighting then mirror the bones. 2008 rig has a nice easy to follow instructions and is actually easier to use than the 2001 rig that comes with AM. TSM2 uses double bones that translate into single controllers and can be a little confusing if your new at it but has a big advantage for rigging non-biped creatures. With both rigs it is important to use the transform tools when told to do so in the instructions so that the balance rigs are in the correct spot.
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WOW! Makes me want to finish off my low patch pigeon so you can add them to the roof tops
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Right again, I must have wiffed on the corner when scaling or transforming. Seems to be fine now. Sorry to bug ya.
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Pretty sure I did that, I'll redo it then.
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The priorinstall is the backup of the model before I right clicked and installed rig through the wizard. I used AMv13_2008_Rig_INSTALLER_update8.mdl under 15.01 on xp pro 32 bit. This is the first time I've used the 2008 rig under 15.0i. Previous version went pretty smooth and I don't manually transform any of the bones unless specifically called to do so in the rigging doc. Am I doing something flippin stupid again?