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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Sorry, but you may need to re-export to reposition the IK hand controllers. Just make sure you turn all the IK poses and the spine poses OFF before exporting, just like the instructions. You won't need to if you don't rotate the Right Hand_Geom bone when repositioning. Scale doesn't matter.
  2. mtpeak2

    face rig

    Ok, here's my lame attempt at lipsincing, to test the controls. I used 3 face controls (mouth, eyes and eyebrows) and the head controller. Sorry for the size. face_test.mov
  3. It shouldn't be too much of a problem. Delete the Left Hand_Geom bone and all its children. Use the finger Parent bones and the finger_Geom bones to position, following the same process as in the instructions. Once finished positioning and weighting, right click on the Right Hand_Geom bone and run the MirrorBones plugin. No need to re-export. You may need different settings in the plugin, so make sure you save a copy before running the plugin.
  4. What kind of adjustments do you need to make to the hands? Equally scaled in the XYZ axis'? Bone placement?
  5. Looks good Steve. Are you rendering with SSS, it looks great. Could you share your settings?
  6. I vaguely remember someone else using layers like this, I believe it was JohnArtbox.
  7. I would also suggest rigging your model BEFORE texturing, incase you need to make modifications to the mesh. Have you tested the sample model with the face rig?
  8. Add decal to model in the modeling window, but don't apply. In the action ,double click the decal container in the PWS, to show the decal in the action when in muscle mode.
  9. I like the guy with the hat. The face on both models looks like they would animate well, but I can't tell for the rest of the body. If I have the time, maybe I can get an installation rig for the face ready, if you are willing to test it. [EDIT] You will like installing this face rig, you can scale the install bones in any direction as needed. The weighting is the hardest part, as it is with any installation.
  10. Looking pretty good so far. Maybe have her stop at that point and look at them like "what in the world are you doing"?
  11. Nice!
  12. In the models user properties, turn OFF the IK legs and arms (if they're ON), turn OFF all the poses in the spine folder. Create a new action and export the model from the action (right click in the action window and choose export>model. Don't know how to do that on a Mac). Start new project and open the exported model, turn ON all the poses in the user properties you turned OFF and save. Note: Make sure ALL the poses that YOU created are turned OFF or set to 0%, in the models user properties, before exporting.
  13. You need to use a path constraint, not a translate to constraint. In the path constraint properties you can set the ease.
  14. Ok, I don't really know what the issue exactly was, but I re-exported the model from an action and it fixed the problem. The fixed model is here.
  15. This is very odd, the Thom model has this issue, but the Robby model doesn't (both posted as example models). I'll have to dig into both rigs to see if there is anything different, replacing the relationships has no affect.
  16. Zip up the action file and then you can post it.
  17. I have no issues here. Can you post some screen grabs and/or the action file?
  18. mtpeak2

    face rig

    Yes, one controller, it's not uncommon. The few face rigs available do this sort of thing, but they only use 2 axis', sometimes 3. This controller uses 4 axis' and I may go to 6. You have the potential of utilizing 9 (3 translate, 3 rotate and 3 scale).
  19. mtpeak2

    face rig

    It's basicly the same bone structure, for the geometry bones, as the LiteFace rig. A sample model is located here.
  20. mtpeak2

    face rig

    I finally continued some work on the face rig. I've made some adjustments to the expressions and added a few. I still have more things to do. Here's a test render I did to check the rig and weighting. It's not much of an animation, just a few poses. The animation was done using one controller. face_test.mov
  21. Light lists can be used in the chor to light certain models without affecting others.
  22. To set the window transparency, select all the patches that make up the windows and create a group. Then set the transparency to the group.
  23. I would have to say you have transparency set on the model somewhere.
  24. Ken, this is an ambiance map and with glow ON. With low light levels, the ambiance map will provide the brightness for the glow.
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