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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Happy Birthday Robert.
  2. I screwed up big time on the update 8 fix for the left steady arm pose, I reposted it. So if you used the fix, you will need to redo it with a version of the model BEFORE the original fix. If you don't have a version before the fix, you can send me the model and I'll fix it for you. The problem is that the pose fix wasn't set to it's default position in the user properties (0%). So if the pose was set to (-1), the arm may have moved from it's default position in the action and exported like that. This will cause your model to not be symetrical (geometry and bones) and will cause issues with mirroring pose. This is a major problem and I'm sorry for any inconvience. For the fix, import the update 8 fix model, turn OFF IK legs, IK arms and all spine poses in the user properties. Create new action and export model following the instructions.
  3. Nice model Hutch.
  4. Looks cool Myron.
  5. Will you be animating the wrinkles? Possibly with smartskin?
  6. That's looking pretty good. Maybe add motion blur and/or DOF.
  7. I posted a new installer in my first post of this tread. It fixes a constraint target issue in the "Steady Left FK/IK Arm" pose.
  8. "Apply before action" is only available in a pose. In an action or chor, it is automaticly applied.
  9. Use the rotate offsets in the constraint to rotate the camera. Take note of the offsets, so you can return them to what you need when returning to the path control. And make sure you use a zere slope interpolation when animating the ease and offsets.
  10. Try using the ease, in the path constraint, instead of the enforcement.
  11. It's working properly. The legs, by default, are set to IK, so all you will see are the foot control bones. If you switch the legs to FK, in the pose slider window, you will then see the FK leg control bones.
  12. As Holmes said, this is starting to sound like a bug, it shouldn't be this difficult. I know I've done this before with the rig, but it was in v13 or v14.
  13. Smartskin may be your best bet.
  14. Adjust the translation offsets, in the constraint, to reposition the camera.
  15. Set the enforcement before you pick a target.
  16. Sorry, thought you used an aim at constraint to the sub.
  17. You can try adjusting the offsets in the "aim at" constraint after you adjust the "translate to" enforcement. If that doesn't work, try deleting the "aim at" constraint, make your adjustments to the "translate to" constraint, then reapply the "aim at" constraint once you are happy with the up and down movement. Just a note, the "translate to" constraint should come before an "aim at" constraint in the PWS. This way the camera knows its starting position before it aims at an object.
  18. Fixed and sent.
  19. It sounds like you didn't scale something correctly (scale in all axis' equally), that's what usually causes that issue. You can send me the model and I'll try to fix it. I sent you an e-mail with my address.
  20. Looks great Gene.
  21. mtpeak2

    JD rigged

    The fingers look better, but you have issues in the thumb. You should only be rotating the individual finger bones (thumb in this case) in the X axis only, if needed. The bones should be in line with each other. It appears you rotated them in the Y and Z axis. This can be fixed without redoing the whole install. just select each bone (thumb 2 and 3 geom) and use the rotate manipulator to straighten each one out.
  22. mtpeak2

    JD rigged

    I don't know when or if I'll install the face rig. I haven't posted an installer for the rig, so the screencaps wouldn't be much help anyway. I did post a sample model that you can look at bone position and weighting.
  23. mtpeak2

    JD rigged

    Here's JD weighted, I think I got to all the areas. It still could use some fine tuning, but that can wait. I did make some minor modeling adjustments, but it shouldn't be noticable. I have to go out tonight, so if you notice anything in the weighting, let me know. [EDIT] Posted a new version with the face rig.
  24. mtpeak2

    JD rigged

    You need to use the corner of the scale manipulator. If you hover the mouse pointer over the corner, it will tell you that it will scale in the X,Y,Z axis at the same time. If you choose any of the colored manipulator handles, it will only scale in 1 or 2 axis' only, depending on which you choose.
  25. mtpeak2

    JD rigged

    I used the model you posted above, Marcos. I have most of the weighting done, still working on the hands. I may also install the face rig, but that's for another day.
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