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Hash, Inc. - Animation:Master

mtpeak2

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Posts posted by mtpeak2

  1. Nancy is correct.

     

    All Geom bones are used for animating in FK mode. The reason for this is to minimize the amount of control bone in the rig. As Nancy stated, the extra bones that get keyed are needed for the constraint setup, to allow for seamless switching.

     

    The only bone you need to be concerned with are the ones that are visible in the viewport window. Turning switches (poses) ON/OFF will make bones appear and disappear, depending on which mode you are in (FK/IK).

  2. As I mentioned before, you need to start from scratch and reimport the rig and start over. It would be alot easier than trying to fix all the bones that are out of place.

     

    I'm not sure how these bones got so far out of place. Did you by chance use the bone properties to adjust rotation?

     

    Mack (Mechadelphia) posted a video tut on installing the rig located here.

  3. I see you have your realtime view set to the highest level. Try lowering it and restarting A:M. You may be running out of memory to display the high res images.

     

    V17 had an update to the realtime display of decals, I've had issues as well with displaying the images. You could also try lowering the resolution in a paint program.

  4. The biggest probem I see is you seem to have translated the foot and hand. The second thing seems to be scaling problems in the hand or you did some manual translations in the fingers.

     

    I would go over the instructions again and try another install. Before you start weighting, I can take a look at the bone positions again.

  5. Sorry for the late reply.

     

    The horse pose is just the first frame of the action that comes with the horse, I didn't edit anything on it. I guess I moved the feet a little to high, I'll lower them a bit.

     

    Thanks again everyone and thanks for the suggestions, they help a lot. Hopefully I'll have some time to work on it this weekend.

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