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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. I think I got it. I need to do more testing though.
  2. I know all about turning constraints ON/OFF, but aim at constraints, in combination with other constraints, do not like to play nice when trying to create a seamless switch.
  3. I have it working pretty well ONLY if the upper arm in NOT translated in FK or IK. If it is translated, the control bones start losing their positions when switching between setups. I think the problem starts with the arm bone aiming at the upper arm. I don't think there's going to be away around that, except if I change how the original setup works. I could probably get it to work if I use a shoulder control bone, rather than using the translation of the upper arm. I'm thinking TSM2 users wouldn't like the change though. I'll keep working at it and see if I can still work around the problem.
  4. I'm getting closer, but still having some issues.
  5. It's proving to be a bit challenging, but I think I'll eventually get it.
  6. It should be doable. This setup will also have to be an import model. The script won't be able to do it. Now is this something you want to work while in FK or IK or both?
  7. I'm guessing this is what you want? This will require a few additional bones and a rewrite of the arm script. I haven't tested how this will affect the regular FK/IK setups. It will take some planning to get everything working together. tsm.mov
  8. I'm not sure I understand what you are trying to do? Would aiming the elbow controller at a target do what you want?
  9. You know my answer to that question. It's not that difficult to do.
  10. No. I would just be rewriting the scripts, unless I decide to create a face rig, which is doubtful. So the face rig will need to be created in v11 (geometry base bones).
  11. I posted new versions of the import models. In v13-v14, the relationship names have an "Error Loading String" in it, but in v15 they don't. So the zip file now contains both versions, ones with errors and ones without, for the arms and legs.
  12. Switches are v13 or better. They won't work in older versions. I have to create 2 import models for each, one with error and one without. The relationship error is present in v13 and v14, but not in v15. Any model rig I create for TSM2 will be a v13 or better. If I do anything, I probably won't change the base model components, just the scripts. That is, if I decide to create a new rig for TSM2.
  13. I'll have to fix the import models for the IK/FK switching. I have them with the error so it would override the relationship, but it won't do that if TSM2 relationships do not show the error anymore.
  14. I've been testing it in v13, where I have it installed. Ok, I installed it in v15 and have no error strings, but the phantom "user property" in the constraint is still there.
  15. Well, you could always experiment yourself.
  16. Saving and restarting A:M does not fix all the Error Loading Strings.
  17. I've also found another issue in TSM2 rig. Besides the "error loading string" issues, it also creates a new property within the constraints called "User Properties". It doesn't seem to affect the constraints though, AFAIK. I've had to edit the model file in a text editor to remove all these properties, there's quite a few too.
  18. LOL, love the singing! I'm glad someone has finally gotten some use out of that ocean rig.
  19. Here is a zip file. It contains an import model to update existing TSM2 rigs, for seamless fk/ik switching for the arms. It also contains an updated leg script, to allow seamless fk/ik switching for the legs and an import model to update the TSM2 rig, for both the arms and legs. These import models update the constraint setup of existing relationships of the TSM2 rig, so you MUST run the rigger before importing these models. The scripts are not capable of creating these poses. For arms ONLY, import the update model into an already rigged biped character and save. For the legs, the script is for newly rigged models, then import the update model after running the rigger. Save model. If you want to update the legs of existing models, you will need to make a duplicate bone of the "1 right foot IK control" (NO CHILDREN), make it a child of the "1 right foot control" and name it "1 right foot IK control target". Do the same for the left foot. Once you created these bones you can import the update model. (See Image) [EDIT] I posted new versions of the import models, v13-v14 and a v15 versions. These deal with the "Error Loading String" issue in the realtionship names. TSM2_Switch_Script.zip
  20. I would think actions like drop kicks or flips (I'm sure there is alot more you could do with FK legs) that you would want FK legs, but I could be wrong.
  21. I found an error in TSM2 leg script. It causes the "1 right/left leg regular FK" pose to not work. It should be: I'm surprised that no one has found it before.
  22. Happy Birthday, Stian!
  23. The intro scene is the one with the clouds (duck flying). The scene Robert rendered is after the duck flies through them, no clouds. As for the dynamic hair, the willow tree needs them and the house roof needs them, not sure why tree 3 has it on. For this shot, you could probably turn it OFF though.
  24. Looks great Marcos. Though, I'm not sure how well those 5pt patches, on the cheeks, will animate.
  25. I have an import relationship model that updates the relationships for the arms, that's an easy one to update. For the legs, I needed to update the script for the FK/IK switching, it needed an extra bone for it to work. I think I have an import model for the legs too, but you have to manually parent the bones correctly.
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