sprockets Grey Rabbit with floppy ears Newton Dynamics test with PRJ Animation by Bobby! The New Year is Here! TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones.
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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Nice models Paul. It looks like the BVH rig is not scaled correctly.
  2. Yes you could, but it would be alot of work to adapt the finger controllers of the 2008 rig, alot of renaming and expressions to edit. Most models don't need a foot gizmo, so it's not worth the effort to setup something for the 2008 rig. You could look into the light rig and see how Holmes setup the hands in that rig. It basicly uses smartskin on a control bone that controls posesliders.
  3. Looks like the setup is working pretty good for you, Steve.
  4. You have the cps in the fingers assigned to the control bones.
  5. Robert beat me to it.
  6. I sent it again, at the correct address. For some reason the e-mail you sent me has your address "s-hara(at)ntlwold.com". All I did was reply to your e-mail, strange.
  7. That's odd, you should have gotten it by now.
  8. Steve, check your e-mail.
  9. Matt, here's a link to the BVH files. Steve, if you send me your model, I'll set you up with the TrueBones setup. I don't have anything ready to release, plus I need to setup instruction on how to use it. Here's another test of the TrueBones BVH setup. Here I keyframed the scale of the BVH rig (with the pose slider) to help keep the feet planted on the ground (animated the feet as well, still could do more). It worked pretty well if you ask me. keyscale.mov
  10. I added another pose setup for another BVH setup. I found a site with around 2500 bvh files. The data came from CMU, someone converted the mocap data to BVH, which I found at another website. There are a few issues with the rotation data of the files (inconsistancies in the hands and feet), but that can easily be fixed with a few adjustments in the action that captures the sequence. boxing.mov
  11. Looks geat Mark, though it could use a bit of a splash from Flemm's foot.
  12. Thanks guys. It's setup for a drag and drop add-on, works pretty well. It doesn't work in v13 though, constraints get broken and can't be fixed for some reason. It works fine in v14 and I haven't tested v15 yet. Just to be clear Matt, this setup works with the TrueBones bone hierarchy and naming. So if other creators use the same structure, it should work. Other poses could be created for other bone hierarchy and naming. Here's more examples. Robby_BVH.mov Shaggy_BVH.mov
  13. I was able to setup a pose slider to scale the BVH rig to the model, using expressions. I was finding a slight variation in scale of the BVH rig in various files from the same company. This is probably due to the position of the parent of the BVH bone hierarchy that the 2008 rig is constrained to (different height people in the motion capture suit?). So, the scale pose makes it easier to scale the BVH rig on the fly (changing it in the models user properties as you are playing the animation).
  14. The 2008 rig is constrained to the BVH rig in an ON/OFF pose, so yes it's in a T pose. You "capture sequence" in an action or chor.
  15. That is hard to answer, but it is newer and the author himself (mtpeak2) says, that the 2008 has an advantage over the a little bit older Squetch-Rig: First page of this thread, last entry... But in the end: It depends on what you like more. *Fuchur* Gerald, the SquetchRig is far superior than the 2008 rig. The only advantage the 2008 rig has over the SquetchRig is that it's easier to install, that doesn't mean it's more advanced.
  16. Thanks David. The feet are the biggest issue when using BVH, they always tend to slip and drop below the ground surface, at least for me they do.
  17. Yeah, I was wondering if I could get a "Newton Physics" soccer ball to interact correctly, an experiment for another day.
  18. Here's a few test of integrating BVH into the 2008 rig. The setup uses BVH files from TrueBones. Thom_BVH.mov Franky_BVH.mov
  19. You don't need to turn the "Rt/Lf knee follow foot controller" poses to 0%, that is IK only. In FK, the knee controllers follow the geometery bones.
  20. Yes in the 2001 rig you would have to manually rehide the bones. In the 2008 rig you can just rehide the root bone with the shift key down to hide all bones and run the install rig plugin to unhide the geometry bones. You could even leave them all hidden, the FK/IK poses hide and unhide what's needed when animating.
  21. No they aren't. I unhid all the bones in the rig. The bones out of position in the render I posted are hidden in your screen cap, trust me. [EDIT] Open the bones folder, unhide the root bone while holding the shift key down. This will unhide all the bones in the rig.
  22. There are alot of bones out of position. You could also try installing the 2008 rig, it comes will instructions (PDF). The bones that are out of place in the 2001 rig in your install, get automaticly positioned in the 2008 rig when exporting from an action after positioning the rig. The main thing with the 2008 rig is to follow the instructions and you'll need to make sure your model is CFA'ed properly with your model centered on the X axis.
  23. Thanks guys. Vern, they remind me of R/C trucks.
  24. Tested 2 instance of the same model in the chor. trucks_2.mov
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