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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Can't wait to see the final renders, Mark.
  2. Nice models, Paul!
  3. Impressive, Matt! Looking forward to the flyby final render.
  4. Hitting the spacebar after reordering the constraints should update the order. At least for me it works.
  5. mtpeak2

    TreeZ

    It's not that difficult to create your own level groups.
  6. mtpeak2

    TreeZ

    John, the plugin works, except it doesn't create the group levels that it's suppose to.
  7. Looks great, Robert.
  8. Paul, I assume you are trying to export actions made with the TSM2 rig? Try this, bake the action and delete all bone data, from the action, other than the geometry bones. You will need a version of your model before running the TSM2 rigger. Open the model (geometry bones only) and the baked action into a new project. Test the action to make sure the action works. If it does, try exporting the model and action, to see if it still crashes. I assume A:M is crashing because of the control rig.
  9. Happy birthday, Luuk!
  10. The stucco scale looks better, to me anyway. It's hard to tell much of anything else with the small image posted. I still think there is something odd with the brick, but I can't tell from the image.
  11. It still looks like the same scale, just desaturated. What kind of material are you using?
  12. The stucco appears to still be the same scale.
  13. Something about the brick doesn't look right. The textures on the upper part of the building may look better if scaled down a bit.
  14. Well I haven't changed anything in the setup, but you can get it to work, not perfectly though. If I convert the FK arm keys to the IK elbow, things work smoother, though you will get the shoulder animated during the supposed FK animation. I also had to force keyframe the torso, so it didn't have any movement during the supposed FK animation. The first part of the animation is the converted FK, then it's switched to the IK elbow, and finally to IK arms at the end. As I said, there is movement in the shoulder during the FK and IK arms, but that's something I don't think I can get rid of. tsm3.mov
  15. It's a keyframe problem. That's what you have keyframed at 00:01:00. If you render 00:00:29, it will be what you want. What you want is actually between frames. You must have scaled the keyframes down from 00:02:00 to 00:01:00.
  16. I was able to successfully add an IK_elbow setup to the 2008 rig. Hopefully I can apply what I did to the TSM2 rig. IK_Elbow_2008.mov
  17. That doesn't seem to be right. Can you post the project for testing? I doubt very highly turning hair OFF wiill cause that.
  18. You saved the png file with the "save background color" checked. Open the image in gimp and resave with the option unchecked. You can also just set the key color in the image properties.
  19. Nice to see some color added.
  20. Here's the closest I've come. As you can see, the shoulder jumps when switching from elbow IK to arm IK (frame 19 to 20). The switch between arm IK to arm FK has no issues (frame 29 to 30). I thought it had to do with the aim at constraints, but as you can see in the mov, the control bones are in the correct position when switching. I've looked deeper into the rig and it seems to be the inter arm bone setup causing the issue. tsm2.mov
  21. No.
  22. Well Robert, I've come to the conclusion that the elbow IK won't work in the TSM2 rig. I would have to redsign the whole arm setup.
  23. Well I spoke too soon. There still is an issue with the aim at constraint setup of the TSM2 rig. Since the FK/IK setups of the TSM rig can be translated to position the shoulder, it causes the elbow IK setup to jump when switching. I can't figure out how to fix this with the existing setup. I'll keep trying to figure it out.
  24. It seems I got just about everything working together, according to my tests. The only thing that doesn't work is the arm stretch pose. I'll look at that tomorrow. So far I only had to add 5 bones, for the right arm, to get the setup to work and quite a few constraints. All the bones are duplicates of existing bones, so rewriting the script, to add them, shouldn't be a problem.
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