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mtpeak2

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mtpeak2 last won the day on March 12 2015

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About mtpeak2

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    Lots of things
  • A:M version
    current
  • Hardware Platform
    Windows
  • System Description
    HP laptop, Vista 64

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    Mark Skodacek
  • Location
    New Jersey

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  1. mtpeak2

    Hair

    There is a hair emitter property for jitter. This setting renders the hair in subframes so you could lower the density. This may help you with the motion blur issue.
  2. All objects in the chor have a chor range, which may have taken on the range of the image sequence, so you need to reset their range. Luckily Steffen added a chor property to "Shrink Length" to set the chor range to the last keyframed object in the chor. Not sure how to do it on a mac, but if you right click on the chor in the PWS, you can choose to "Shrink Length" of the chor, on a pc.
  3. Do you have a version of the model before you ran the install rig plugin? It looks as though something was scaled wrong during the leg installation.
  4. I changed the expression to Rand()*300 and Rand()*-300 for the magnitude in the forces. I do vaguely remember something changing with fan forces at some point. Don't forget, this is a v12 project.
  5. With the manipulator properties panel open, select both cps turn on the scale manipulator. In the manipulator properties panel, set the X pivot to 0 then set the X scale to 0. You need to use the scale manipulator for it to work properly. The pivots only show when a manipulator is being used.
  6. Well, lt's not wind power. rider2.mov
  7. Really? So does that mean that if I want to install the A:M 2008 rig into a character model then I really don't need to interact with anything at all except the geometry bones as long as the FK settings are "On" and the spine controls are "Off"? Or does that depend on installing the rig as the directions instruct first and then making adjustments later on? The only place that I see where it would be an issue is the hands and maybe the balance set (which no one probably uses). The reason for the install bones is to help position bones easier. There are a few parent and target bones that are hidden during installation, but if the manipulators are used to reposition the geometry bones, then it's probably not an issue. IK arms, IK legs and all the spine controls are positioned during the export when they are all turned Off. The geometry bones are the FK setup. Will, here's a model with the 2008 rig and a proto face rig. Or were you referring to Mack's rig? JD_face.zip
  8. I've made more progress. For the most part, I have it setup to autowalk when the model bone is translated in the Z axis in any direction or constrained to a path. There are a couple glitches in the expressions, but it's minor. Now that I got the expressions working, for the most part, I'll be able to update the suspension rig to work the same way (have a crazy workaround for it to work right now). I wasn't able to do this before, til Steffen added the boolean operator functions.
  9. The 2008 rig does the same thing. If you readjust the geometry bones, all you need to do is set all FK modes On and all the spine controls Off in the user properties, and then re export the model from an action.
  10. Set it in the models properties, under the objects folder. Don't forget to save the model or project afterwards.
  11. It appears your model bone got corrupted in the chor. If I change the length of the model bone under the model itself (bone position property), it resets the model bone in the chor. This may be a mac issue, I haven't seen this on my pc.
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