Jump to content
Hash, Inc. - Animation:Master

sonofpat

*A:M User*
  • Posts

    137
  • Joined

  • Last visited

Posts posted by sonofpat

  1. I could not pitch in before because I was doing post grad work.

     

    I have downloaded version 13 and the tortoise SVN, however, I'll be switching over from dial-up to DSL by Wednesday (the delay is due to my ISP) of the coming week; so I do not think I'll be able to get much done before and also I will be unable to use SKYPE until then.

     

    I will still see what I can do by Sunday in terms of getting the feel of the whole SVN-Dot Project arrangement.

    So let's see how things go

     

    BTW Martin, your software brought out the artist in me and I mean it from the bottom of my heart.

     

    I'm really looking forward to help

     

    Patason

  2. That's my fault I did not make it clear how to do so.

     

    You must grab the root of the bicep control bone to shrug the shoulder.

     

    Make sure the curser is in the translate mode when you grab or place the bone

    in the translate mode by slecting it and pressing the n key.

     

    To get a better feel of it clear the action that opens with the project, then turn

    all on the the poses except the IK_Hands and try shrugging with with the arms in the extended position.

     

    Please let me know if it works.

  3. I have just, as promised, added the ability to shrug shoulders to the rig.

    Please download it at

     

    http://www.sonofpat.com/sure_rig/Sure_Rig3_Shrug.prj

     

    and give it a try.

     

    I will really like to get some feedback on this one to know whether or not I should include it in the final version of the rig.

    I am know in the process of completing the documentation and hopefully the package should be ready in time for the new year.

  4. Hi mtpeak2,

     

    I was by my parents for most of the day and am only now reading your

    message so please forgive me for not responding before.Here goes,

     

    You may have the IK_Hands pose switched on and the Right Hand IK null

    is breaking the elbow backwards which drives the arm rotation mechanism

    out of wack. Try switching off IK_Hands and see if this solves your problem.

     

    If you must use IK_Hands switch on the visibility of the Hand IK Nulls in bones

    folder of the model first. You can then drag the IK Nulls to to correct any

    problem Likes this.

     

    Pease do not give up I will solve this even if I have to rebuild the arm rig from

    scratch by a different method.

     

    Paul,

     

    <Sorry, Patos, but my original joy has subsided a little.>

    Please do not apologize this is necessary if the rig to is be improved.

     

    <there only seems to be a thigh control for the left side>

    There is one for both thigh but the visibility of the right side was switched

    off some where.

     

    I had all the bones switched on in the model and intended to switch off

    the appropriate ones in each pose but doing so switch them off in the

    model also. After trying in vain to solve this I gave up and posted the model

    as it was.

     

    Since you needed it I have switched on both the knee and thigh control bones

    in this version @ http://www.sonofpat.com/sure_rig/Sure_Rig2.prj

     

    NB there was no name change since it is just Sure_Rig2.prj with a few bones

    made visible.

     

    Please let me know if you have anymore problems.

  5. Thanks serg2,

     

    Maybe you can add your auto rig to it and see how it turns out.

     

    As a matter of fact we can make it an open source rig where people are

    encouraged to make any modification they see fit and share with us how it was done. It would be interesting to see the direction it would take since you can

    never tell with open source.

     

    In that case we'll the name to the U.R.E. rig

    Userfriendly Rig by Everyone ;-

     

    Just a thaught. Anyone interested.

  6. The SURE rig has been updated. The new version can be found @

     

    http://www.sonofpat.com/sure_rig/Sure_Rig2.prj

     

    The following changes have been made:

    1) The wriggler has been given a translate limit constrain of 0 in

    all direction

    2) Rotating the foot in the horizontal plane twists the leg.This

    can be further tweaked by twisting the knee contol bone.

    This was accidentally left out in my haste to upload in time

    for christmas

     

    Thanks for all the kind comments.

    This is my way of saying thanks to you for all the help

    you gave to me over the years I have spent with AM.

     

    Far Star Productions

     

    That clip made my christmas.

     

    Can't solve the hand problem though, you may have to resort

    zero sloping or double keying to solve this.

     

    mtpeak2

    I don not have any problem,the right bicep rotator is working

    properly on my model. Maybe this new version will solve it for you.

  7. A merry christmas to everyone in the AM community.

     

    Here is my christmas present to you.

    http://www.sonofpat.com/sure_rig/Sure_Rig.prj

    SURE_RIG.jpg

    SURE= Sonofpats' Userfriendly Rig for Everyone.

     

    The project file includes the following

     

    1) A fully rigged model (Samley_Rigged).

    2) An unboned model (Samley).

    3) A rigged "Skeleton" (SURE_Rig).

    4) An unrigged "Skeleton" (SURE_Skeleton).

     

    The idea is to provide a user friendly rig that is easy to animate.

    Basic joint deformation is built into the rig with proper arm behavior.

    These can be tweaked for your model and be further enhanced with

    smartskin and cp weights.

     

    Most of all the inner workings of the rig are available to every via

    the tutorials(http://www.sonofpat.com/Tutorials.html).

    It will therefor be a great tool for those who want to try their hand at rigging.

     

    Here is quick and dirty user manual

    Manual.jpg

    Note well, this is a pre-released version of the rig. The final version will contain

    a proper user manual that will show how to tweak the rig to suit your model along with PDF versions of the tutorials. In addition, the ability to shrug shoulders will be added. It was omitted from this version because the last modification I made

    http://www.sonofpat.com/IA_Files/Arm_Rig4.prj broke the automatic arm twisting mechanism in FK mode. I have since fixed this but I do not have the time to make the changes now.

     

    The final version will be ready in time for the new year.

  8. <<Will it be a full rig that you can just add to a model (like the 2001 rig) >>

     

    Yes Jim it will be bundled in a project file that contains

     

    1) A fully rigged model.

    2) An unboned model.

    3) A rigged "Skeleton".

    4) An unrigged "Skeleton".

     

    A user manual will also be provided.

     

    The idea is to provide a user friendly rig that is easy to animate.

    Basic joint deformation is built into the rig with proper arm behavior.

    These can be tweaked for your model and be further enhanced with

    smartskin and cp weights.

     

    Most of all the inner workings of the rig are available to every via

    the tutorials.It will therefor be a great tool for those who want to

    try their hand at rigging.

  9. Thanks to Carl I have finally sorted out the shoulder issues

    the new version can be found @

     

    http://www.sonofpat.com/IA_Files/Arm_Rig4.prj

     

    In addition to the original features has two new improvements;

    1) Dragging the biceps control now gives convincing shrugs

    2) A new hybrid kinematic system for the arm.

    It works like this. Dragging the biceps control gives the

    standard forward kinematic behavior, but dragging the

    hand control gives inverse kinematics.

     

    This would make animating with inverse kinematics easier

    because it is now easier to get arcs.

    Someone may have come up with it already, but this is new to me

    and I thought it would be quite useful for those who are struggling

    with IK animation since there is no need for IK/FK switching.

     

    The project file contains three actions that are opened and displayed.

    The one on the left is the rig in FK.

    The one in the middle is the hybrid kinematics system.

    The one on the right is the hybrid kinematic system with the hand

    translated to the "hip" bone.

     

    Please give them all a try. I can do with some feed back on whether

    these two new additions should be included in the complete rig that I'm posting for christmas

  10. <<If it's just for your own use, here's a better one:

     

    http://www.free-codecs.com/download/Koepi_XviD.htm

     

    It produces larger file sizes. I know what you mean about middle ground. It's either 240MB(uncompressed) or 10MB(compressed at highest quality). I'd be happy with file sizes of around 30MB but I couldn't find a (free) codec that could do that. >>

     

     

    What settings are you using with the codec?.

    single or double pass?.

     

    I've been using this codec to make videotuts with camstudio and virtual dub

    and am getting very good results (1.47 gb to 17 Mb etc) at 800 x 600.

    I am using two passes compression with target set to 10000 or 10Mb.

    Audio mp3 37kbps mono which is good enough for video tuts.

     

    A good guide on Xvid can be found @

    http://www.divx-digest.com/articles/xvid_setup_print.html

     

    My result may be this good because screen captures lend themselves to compression because the back ground

    don't chnge as much in movie style animations.

     

    Good Luck

  11. Hellooo

     

    guys n gals of hashdom I can really do with some some feed back

     

    on my auto lifting shoulder that I added to the arm setup. If you

     

    haven't done so please

     

    give it a try @

     

    http://www.sonofpat.com/IA_Files/Arm_Rig2.prj

     

     

    I works like this once the biceps is rotated above

     

    the horizontal axis the shoulder bone automatically

     

    rotates.

     

    It was in the rig originally but I omitted it previously

     

    because I do not like how the arm rotates when the

     

    shoulder lifts and I cannot get a convincing shrug with

     

    this setup.

  12. <<Sorry for all of the extremely annoying questions,>>

     

    No problem

     

    <<but I also just did all of the constraints by hand like on your tutorial,>>

     

    Great. Thats the best way to learn.

     

    << and it kindof works.>>

     

    Sorry to hear that but don't give up.

     

    <<Does the tutorial have all of the constraints on there?>>

     

    I believe I did but just in case.

     

    Try this

     

    Open the Arm rig model.

     

    Click on the IA_Rig model in the project work space.

     

    next click the relationships icon under the model.

     

    then open user properties

     

    expand the Arm_Rigg relationships folder

     

    then expand the arm relationship

     

    finally expand the bones icon.

     

    here you will see alist of all the bones used in the pose.

     

    clicking the + next to each bone reveal the constrains on it.

     

    you can copy the constrains on each bone to your model.

     

     

    Good Luck

  13. << Is there any way to flip bones?>>

     

    Make copy of the model and save it with a different name, perhaps right arm.

    Select the middle spline press / right click and select flip x axis to flip the mesh.

     

    Switch to bones mode and press the show manipulator

    options button on the tool bar.

     

    Next select the torso bone and press to get scale options change the X scale

    from 100 to -100 as shown below.

     

    flipbones.jpg

     

    Hit enter and that should do the trick.

    This work because the torso is the parent of the hierachy its start and end position

    in the x axis is 0

     

    Close AM and open your model in word pad and do a find replace for Left

    to right save your changes , open your model in AM an do as you please.

     

    << I tryed the scaling thing but for some reason it really messed up the constraints.. >>

     

    Scale an unconstrained version of the model.

    Once you are satisfied drag the relationships from the relationships

    folder of the constrained on to the scaled model and you're done.

    If not clear check the Art of AM.

     

    I'll be posting a complete biped version of the rig so stay tunned

     

    <<With constraints, you're always going to have to do some of the work manually... >>

     

    That is what I found out.

  14. Hi all,

     

     

     

    At the suggestion of Carl Raillard I have added

    Auto lifting shoulder to the arm rig @

     

    http://www.sonofpat.com/IA_Files/Arm_Rig2.prj

     

    I works like this once the biceps is rotated above

     

    the horizontal axis the shoulder bone automatically

     

    rotates.

     

     

     

    It was in the rig originally but I omitted it previously

     

    because I do not like how the arm rotates when the

     

    shoulder lifts and I cannot get a convincing shrug with

     

    this setup.

     

     

     

    Any ideas here would be helpful

  15. <<That is clever. Thanks for sharing. >>

     

    Thanks Yves

     

    <<Just wondered what kind of constraints you have put on those knee bones that are visible? >>

     

    The knee control is the parent of the thigh control bone. It has a euler limit to ristrict its rotation to the x axis (i.e. left to right) and an orientlike to the foot control bone .

     

    This allows the foot to drive the bending and twisting of the leg as the hand does for the arm but in a more restricted way as is for real leg.

     

    I will do a tutorial on this over the weekend.

  16. Thanks for checking out my rig.

    I hope you find it useful

     

    <<One question: how do I do IK/FK switching? >>

     

    The rig is in FK by default. To get IK make an on/off pose with the forearm control bone constrained to the IK hand null by a kinematic constrain.

     

    Switching on this pose during animation will get you in the IK mode and vice versa.

     

    NB You must move the hand IK null to the root of the hand control bone and make a keyframe before switching to IK .

  17. Here is an armrig that is very easy to animate,

     

    http://www.sonofpat.com/IA_Files/Arm_Rig.prj

     

    Arm_Rig.jpg

     

    just move the hand and the elbow bends and the biceps twists

    correctly.

     

    A complete tutorial of this setup can be found @

    http://www.sonofpat.com/Arm_Rig.html

     

    This is the final installation of my rigging discoveries from

    my Naiomi Campbell project.

     

    The model also has the shuolder rigg and an improved version

    of the old hand rigg from previous tutorials.

     

    BTW Stay tunned for my christmas present to the AM Community

     

    Luv

    Patos

×
×
  • Create New...