mtpeak2
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Everything posted by mtpeak2
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The Hip null is more of a "body" bone/null, maybe I should rename it so it's not so confusing? That's what it was named in the 2001 rig and I figured I'd leave it that. If you turn OFF all the steady poses in the spine folder, it works just like the 2001 rig hip null. The animation is looking pretty good. As you said, the follow through needs a little work. On another note, I have started the installation instructions. I'm just about through the legs, foot actually, with the arms/hands left to go. I hope to have something by the end of the week.
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You had the head geometry assigned to control bones. The bones with "Geom" in the name are the bones to assign cps to. You should have mentioned in your first post that you changed the head geometry on the model. It would have saved me the trouble of looking for a problem in the rig. Thom_new_rig.zip
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I don't see any problems with the rig on this end. Can you embed everything into a project file and post it? What version of A:M are you using?
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Thanks guys. Well Ken, I wouldn't call that animation from Rodney, it looks more like a pose. Though I would like to see the rest of that Rodney, if it is animation.
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Thanks David. I don't know how or when that got broken, it worked at one point. Try these out. [EDIT] I downloaded the previous update (sept 24 post 137) and the left hand worked fine with the exact same setup as the one I posted earlier. Well hopefully this fix doesn't stop working. New update posted.
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As I was afraid of, this causes a problem in the FK/IK switching.
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Thanks Nancy. The only reason the back bones are attached is for installation purposes (this goes for the limbs as well). I don't know what this technique will do to the IK setups being out of position. I do recommend doing it in a pose though, it makes it easier to get them back into their default positions.
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I've updated the installation rig with the changes I made to the rig. I need to do a quick test install to see if everything is in place. Then, I can start thinking about installation instructions. I just hope I worked out all the bugs in the rig, because once I post the installer, I have no plans on updating or fixing it. Any fixes will be in version 2, when and if I decide to add the squash and stretch, which I don't have plans to start anytime soon.
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Turn ON the TSM Contraints pose in the models user properties.
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No. You do it in a pose to make it permanent. Once the pose is created, turn the pose ON in the models user properties.
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Thanks for taking a look Steve. The only thing lacking in the rig is squash and stretch, I think. Maybe version 2. The rig will need to be redesigned for that and complicates the installation as well. I'll figure something out eventually.
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Use an euler limit constraint to limit the rotation using the min/max settings within the constraint. In a pose, action or chor, right click on the bone you want to limit and select new constraint.
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Not bad Steve. I took a few hours today to update the 2008 rig. I think I got the things I needed to get done to the rig. Fixed the knee issue Chris (mouseman) point out and added a pose to show the finger geom bones for FK mode (allows individual knuckle control, X axis only). Please give these a thorough test run. The installation rig will be base on the rig installed in these models. So, if you find any issues, let me know and I'll fix it as soon as I can. Thanks NEW UPDATE AVAILABLE.
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Looks pretty good David.
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You don't have to redo the whole pose. Edit the fan pose. Delete the constraints on the knee fans. Reapply the constraints to the knees and save model. Make sure you have no other windows active when editing the pose and delete any actions you have in the project.
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If you read my post you would know how to do it with materials. Model the tube straight. Apply the material. Create a percentage pose that animates the material. Create an ON/OFF pose that shapes the tube in muscle mode (set this to ON in the user properties). You can even create different ON/OFF poses for different shapes. Then in an action or chor, use the pose slider to animate the material.
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Use the same technique as Robert said to do with the map for a material.
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Nice Model. You had to tell us the sweatsuit was drawn in. I liked her better in the sweatsuit than the dress.
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I don't have an installation rig yet for the face rig. The 2008 rig has an installation rig, but I need to fix a few things first and there is no instructions for either one. I don't have the time at the moment to get the rigs ready, I'm trying to get the rest of the SO characters rigged.
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It looks a bit out of sync, but that can be adjusted in the dopesheet. I've since made adjustments to the phoneme poses too, made them a little less extreme and not so symetrical. The decalling looks really good, that's why I asked how you went about it.
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Did you use a dopesheet or the controls for the lip sync? How did you texture the model? Did you redecal it or swap the image out?
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That's pretty cool David. Looking forward to seeing how it's set up. How does it work when you rotate the chest or hips on the Z axis?
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That's cool. Try adding a dopesheet and a wave file to make him talk. Then add other facial motion using the controls.
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It depends on what you consider realistic. Check this out.