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adamP

A:M Users 2019
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About adamP

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    Ragin' Cajun

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  • Name
    Adam Prejean

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  • Hardware Platform
    Windows
  1. I need to rig a robot model. It's basically a biped, but from the hips to the neck needs to be one bone that rotates from the hips. How would I set this up? I tried scaling 1 spine bone and shrinking the others. It seemed to work but when I would rotates the torso, there was a popping motion.
  2. Yes. --Raf Do I make the foot or heel bones horizontal in TSM skeleton before running TSM Rigger? Or do I make the heel IK control horizontal AFTER running TSM Rigger?
  3. Thanks John and Raf, I'm gonna get it right now!
  4. Thinking of getting TSM2, but have a few questions... Is it worth it? Can I set up pose sliders for the fingers in addition to being able to roll the handles of the finger bones? If I feel that the pelvis and body bones in the control rig are too small, can I scale them larger in the model window? (will this mess anything up?) Can I put the heel IK control going straight back rather than having it diagonal? Thanks
  5. I've watched Jason Osipa's video samples of the setup described in the book, and to be honest I was pretty amazed. So I have two simple questions... Can the ideas in the book be applied to AM? Is the book worth it? (I know this has been asked a lot)
  6. I just finished concept designs on a new character and will start modeling the head soon. I'm just confused about which type of setup to use for the face/mouth. I've already setup a character with phonemes, I've read through Victor's thread about his facial setup for his Big Bang animation, and I've checked out Jason Osipa's book. All three of these setups seem like they work very well and are easy to use. But how do I decide which setup is best? Is there a best? Or is there only personal preference?
  7. Here's a new rig I made based on the 2001 Rig and the rig used on Jeff Lew's dvd. Parts taken from the Jeff Lew rig are the ways the contraints are set up (no hinges or bicep orient bones etc.). It also has the Steady relationships from the 2001 rig, and it has the very cool heel setup that 3DArtZ came up with. Let me know if you like it or if you don't. Anyway, here it is if anyone wants to try it out: *note: it doesn't have any relationships for the fingers, only the main rig. New_Rig.mdl
  8. I only rigged one side and need to flip it. I read in an older thread that all you do is scale the root bone by 100% along X, then rename all of the "right" names to "left." My question is how do I scale the root bone by exactly 100% ? I tried in the properties window in the PWS, but when I click on the percentage, nothing happens. It won't let me edit the percentage of the scale. I am only able to scale in the actual model window.
  9. I tried it without putting an orient like constraint on the toe bone to the foot target, but when animating, you have to deal with 3 bones instead of only 2: translation of the foot target, and rotation of the heel and toe bones. Instead, now you just translate and rotate the foot target, and then rotate the heel as needed. You might recognize the knee target and legroll target from Jeff Lew's rig. After buying the DVD over a year ago, that's the rig I've been using, but I also like certain things in the 2001 rig (like the hip null and inverted pelvis bone). So I sort of blended the two rigs together. And with the addition of this heel setup, it's turning into a very versatile, yet simple, rig. I'll post it when it's done, if anyone cares to try it out.
  10. I am by no means a rigging expert, but here's my go at the heel rig... Heel_Tester.mdl
  11. What if I wanted to basically use the MrFootTarget as my toe bone to where I would never actually animate the toe bone, just the MrFootTarget? If not, how do I add an expression to a bone, is there a tut or anything?
  12. I'm not at MY computer right now, so I can't check it in A:M, but with the default 2001 Rig, doesn't the "knee rotator" have an orient-like constraint to the "Foot Target"? If so, why not just make the contraint's target "MrFootTarget" instead of the default "Foot Target"? That should give the leg the same rotation as the default rig. The other thing that bothers me is the toe bone, so I'm going to make a "Heel Setup" relationship where the toe bone is oriented like the MrFootTarget.
  13. Had some time to fool with it... 1.)The new hierarchy you suggested does make it really rock 2.)The nice thing about it is that if you have IK legs turned on, you can choose to animate the legs with the FootTarget or the MrFootTarget without an extra relationship. 3.)I didn't notice a significant difference with having the knee rotator orient like the heelraiser. 4.)My ONLY problem with the setup is the toe bone. With this hierarchy, we don't need a Heel Setup relationship, but what I basically need is to make the MrFootTarget control the movement of the toes so all I have to animate is the MrFootTarget and the heelraiser. I guess the only way to do this is to have an orient like constraint from the toe bone to the MrFootTarget, unless there is a better way.
  14. The 2001 rig is the way to go if time is of the essence. You don't need 2 different models. the arm bones don't just rotate, they also translate, just like any other bone. The only thing you're gonna have to do is make sure your model's mesh around the arms/shoulders is able to be seperated. So you'll just have to setup up the mesh so that the limbs can appear to be attached, but then they can be removed without affecting the mesh, but you don't need 2 models.
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