mtpeak2
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Everything posted by mtpeak2
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Looks great Paul. Did you try using the skin shader?
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I've done a bit more experimenting. The fan bones will need extra contraints in the rig setup and the action setup, but should work. Running the fan bone action first is the way to go, no problems after export.
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I did some testing and I think the fan action will have to be done before the control rig action. I got strange results in the legs when trying to add the fan to Robby after export. I'll have to see if turning of the IK leg setup fixes the problem. But I see no reason why it wouldn't work if the fan action is run before the control action. The fan bone action worked as expected, but as I said, there were issues with the IK legs after export, I'm unsure why. It should work for extra arms and legs, if someone is willing to setup all the different models and actions.
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Embedded models are useless in other projects. The models need to be saved externally if you want to use them for other projects.
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Cool characters and set.
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Gerry, embed all is not good practice. Everything should be saved externally from the project.
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Ok, found your problem and Steve's as well and anyone else who had this issue. You must use Right and Left in the plug-in dialog, not right and left. The plug-in is set for case sensitive.
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"Save As" (to a different name, version number) when making significant changes to your model or project. That way you can always revert back to a previous version, incase something goes horribly wrong.
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Holmes, I have an idea for adding the fan bones. You can add them as you did for the control bones. Add all the fan bones to a separate model with the constraints needed in a pose (translate to 100% and orient like 50%) to operate in the rig, parenting should not be an issue with the translate to constraint. Setup a new action with the fan bone model as the action object. Setup the constraints to translate to 100% and orient like 100% to position the fans for export. No compensation of constraints in the pose or action. In the fan bone model the position of the bones doesn't matter, they all can be at 0,0,0 with no rotation. You could even add this to the control bone action if you wanted to.
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Jake, both model are before running the plug-in. You did not post the after. I tried about 6 more times using different settings in the plug-in and it still mirrors correctly. Can you post a screen grab of the plug-in settings you are using?
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Import the model into a new project, import the action into the project, drag the model into a new choreography, then drag the action (from the actions folder) onto the model shortcut in the choreography. Now you're ready to animate in the choreography.
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I don't know what to tell you Jake. I ran the plug-in 6 times and every time it mirrored correctly. I even tried it in different versions of A:M and it still mirrored correctly. I'll keep looking to see if I find something. Do you have the latest MirrorBones plug-in?
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Matt, the 2001 rig transformed into the 2008 rig. Jason, I think David is working on a video tut for the Squetch rig.
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Matt, you missed the best rig of all, the Squetch Rig.
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Very cool!
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Steve, read Holmes' last post again. He explains how to update a model that has already been rigged.
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Steve, the rig used in your model is an older version, alot of improvements have been made since. To fix the bicep from twisting, expand the Relationship folder in the PWS. Go to the Rigging folder and expand the Limits relationships, delete the right and left biceps from this pose relationship.
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Holmes, I don't know much about the differences of the roll methods either. All I know is, with it set to the Y-Poles-Singularity, rotating the null, the roll handle tends to roll unpredictably, when trying to position to hand. The other methods seem to be more predictable. Try the different methods and you'll see what I mean.
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One more thing. I would change the roll method of the right and left arm IK control nulls to "Z-Singularity" or "Roll-History" in the properties.
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You need to drag a drop the relationship folder over too.
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How did you import the skeleton into your model? Did you just drag and drop the bones? It appears you don't have the relationships/poses. Open up the 2001 skeleton in the same project with your model. Drag and drop the relationship folder from the 2001 skeleton to the models name in the PWS. (I'm assuming it's the 2001 rig from the AM CD)
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Ok Holmes, the legs seem pretty good now. Now for the arms. As Nancy mentioned, the limits on the left forearm. The IK arms have a reference to an active and hidden relation for the right and left arm IK control nulls, pick a method of hiding the nulls (the left arm IK control null doesn't unhide with the pose ON). Also, the hand bones should be hidden in IK arms, since you rotate the nulls to manipulate them.
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With it as a child of the heel controller, with legs straight, it doesn't start to flip until you rotate the heel past a 90' rotation, but with bent knees it doesn't flip at all. With the current setup, with bent knees, it flips at 23'. To me, this is not exceptable. I expect it to not work with straight legs, but I don't expect it to flip with bent knees. I'm just trying to Help Holmes. If you like it the way it is, Holmes can leave it as is. I really don't care.
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One more thing with the feet, the foot roll targets should be children of the heel controllers. Right now, if you rotate the heel controller down, the foot flips over.