mtpeak2
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Everything posted by mtpeak2
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You need to use the flipper to mirror TSM2 rig, run the rigger. Just use the mirrorbones plugin to mirror cp assignments and weighting.
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Nice character Jirard.
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Looks pretty good Mike. The only thing that looks odd to me is, his eyes look too small.
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I have a few things to take care of first and write up some instructions. I gave Ken some half-assed info on how to install it, he managed I guess, I haven't looked at his install. The rig wasn't quite ready to be released, I threw it together for Ken. I hope I worked out all the bugs.
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I sent out the face model to a couple of people to test the controls. There are a few things I want to add yet, and whatever the testers feel it needs, before posting the model for testing and an installer. I think I have an installer ready for the 2008 rig, but I want to try to add some kind of scaling capabilities to the rig before I post it. I also have to write up some instructions for installing them both.
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Ken, I just sent you a test installer of the 2008 rig, no face rig yet, tomorrow.
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Thanks Steve. Ok, I think I got the constraints setup for those few bones that were out of position. I'll do another test install and see.
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The phoneme poses can be adjusted by right clicking on them, going into settings and changing the default dopesheet percentage, to create less movement.
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Yikes!! I guess the phoneme tests weren't good? I though they came out pretty good since I never did it before, especially Sneeze. Oh well, back to the drawing board.
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The finger controller controls the fingers, the thumb is independent from them. All the fingers have the same controls as the thumbs (they are hidden with a pose). There is an option for the thumbs to move with the finger controller, it's turned off by default. (look in the hands folder) Sort of. It keep the hand indendent from the arms. I'll see what I can do with that. In IK arms, with this pose ON (IK Hand Lock OFF), the arm will maintain orientation when the shoulder and chest controllers are rotated. I'm not sure I know what you mean. If I understand correctly, why would you want to do that? If you turn off all the steady poses in the spine folder, the hip null works just like the hip null in the 2001 rig. You can also place the hip null anywhere you like in the modelling window.
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I threw together an installer and did a quick install. After installing I assigned and rough weighted the right side of the model, selected a specific bone in the rig called "MirrorBones" and ran the plugin. Then opened the model in an action (all FK/IK poses turned off in the user properties) and exported the model. As I thought, the IK setups were in place, except for a few. I have to find a way to have these positioned and scaled when exporting. But all in all, the install went very well.
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I'll try to throw an installer together for you Ken. I assume you need the face rig as well.
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The testing on the 2008 rig has nothing to do with the installation, it's how the rig performs for the animator. I need to know that the rig won't breakdown in animation situations. Why do you think I posted the Thom model? There is no reason to post an installation rig if the rig isn't sound. Why have people install a rig that doesn't perform correctly and complain about it later? If noone tests and gives me feedback on the model that is already rigged, I have to do it myself. The squetch rig took years to get it to the point it is now. It also went through some major stress testing in the process, with the TWO movie. I've been only working on this for about 3 months now and there are still things I'd like to add to it (some sort of IK scaling capabilities). The face rig is nearly complete, but I do have some changes I need to make though, not a big deal. I also need to test it with the MirrorBones plugin, to see if that causes any problems with installaton.
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I posted example animations of the preset phoneme poses that come with the facial rig, in the 2008 rig thread. Sneeze is one of the examples.
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This will not happen, each control rig would have to be extremely modified, basicly rebuilt from scratch. No, other rigs are not designed to do this. This is already possible with TSM2 rig. I'm hoping the the 2008 rig will only need updating of the relationship folder, which is drag and drop, if it needs it at all after posting an installation rig. The testing of the 2008 rig has been slow, since I haven't had that much help in that department. Right now I'm in the middle of working on the face rig, which will be included with the 2008 rig. I haven't posted a test model for it, since I probably wouldn't get any feedback on it anyway.
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I've been working on the default phoneme set for the face rig. Here are a few examples of the default phoneme poses and a dopesheet. As I said, these are the default poses and have not been edited to fit the models. These examples have no other animation added to them, just the phoneme set and the dopesheet. My phoneme poses may not be the best (I will keep working on it), but I think these will give you a good base for lipsinc. Added facial movement, using the rig, will add to the animation. I may add minor facial movement to the phoneme poses as well. I did find that using a dopesheet that some words are not created. For example, "using", I had to use "you" and "sing" to create the words in the dopesheet. I finally got A:M Track. All I need is to get the marker stickers, and I may treat myself to a new digital camcorder as well. Then I'll be able to create new actions to test the rig even further, I know everyone is sick of the action I was using, I am. Let me know what you think. phoneme_test2.mov phoneme_test3.mov phoneme_test4.mov
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For the mostpart Chris, your idea sounds good, but each rig you mentioned has a different geometry bone set, so I don't see that happening. I'll have to test, but the 2008 rig almost does what you want already, I may need to add a few more constraints here and there (I'm sure I do), but should be doable. After positioning the geometry bones (these are also the FK bones) open an action with all the the IK/FK poses turned OFF (FK mode). This should position the IK setups to the geometry bones. Export the model from the action and the control rig should be aligned to the geometry bones. I'll do a little more testing and updating to the rig if needed, to see if this is an option for installation. This would also allow you to adjust the geometry bone positions anytime, then just open an action again in FK mode and export the model.
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As far as I know, the courtiers are already rigged (except one, incomplete needs cps assigned and compensation), they're modified existing models.
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The model is from the extra CD vol 1 "Rigged Face project", I just rerigged it. If you don't have the CD, I'll post the wires. Once I release the face rig, I'l post this model as well. It's almost ready.
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Here's a test render of key poses using just the controls. The face rig will have preset phoneme pose set. The poses are already created, but can be edited to suit your needs. test2.mov
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Here's an update that fixes the spine problem I found in Michel's model. No face rig yet.
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I'm always watching.
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I think this is the best scene yet.
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