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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. I'll also add that the 2 bone setup allows the arm to stretch. The bones are not scaled to stretch the limbs, the second bone is translated in the Z axis to lengthen the arms. This also goes for the legs and spine.
  2. mtpeak2

    Cloth tip

    I though simulations needed to in a front view? Or is that just dynamics?
  3. I couldn't get rid of the banding. I had a reason for setting it to 0cm, I just can remember why. I think if the lights are raytraced, the banding goes away.
  4. mtpeak2

    Rigging

    OK Nancy. I'll keep my 2 cents to myself, since it is no use to you.
  5. mtpeak2

    Rigging

    If INSTALL was added to the names of the placeholder bones in the installation rig, they can be deleted using the "installrig" plugin once you're finished installation.
  6. mtpeak2

    Rigging

    I haven't had any issues with this in v16b. v16a had an issue with exporting materials (hair was one of the materials) which I reported and was fixed in v16b.
  7. mtpeak2

    Rigging

    For the 2008 rig, if you readjust geometry bones, all you need to do is re-export the model from an action to realign the control rig (following the instructions for exporting as you would have from the original installation). I could trim down quite a few bones in the rig, but you would lose a few feature and it wouldn't really make the installation any easier. I don't know how much easier I could make installing the rig. You position half the geometry bones, use the mirrorbones plugin to mirror the left side bones and weights, then export from action to position the control rig.
  8. Did you set any keyframes on the "ease" for the action?
  9. mtpeak2

    Rigging

    Instead of importing the hand model, just copy and paste the geometry.
  10. Looks great Mark! I like the stereo renders.
  11. I would add some hair direction variation and add variation to the length as well in the emitter.
  12. Adding more cps to the hair guides smoothes out the gradient.
  13. Go for it Robert. I was extremely ill yesterday and I don't know what today will be like. I'm not up to doing much of anything today.
  14. I got the info, I need to install SVN on this computer. I probably won't be able to get anything done til the weekend.
  15. It appears adding the limit constraints in the chor will fix it (I only tested it on a few models though). I would need SVN access to fix it in the updated project or someone elso will need to fix it.
  16. I know about folders. But to go through all the effort to reassemble it in the chor and have it still not work (because of all the duplicate models) would be very frustrating. The strange thing is, the other constraints work fine, it's just the limit constraints that get broken. Maybe just adding the limit constraints in the chor may fix the problem.
  17. This would probably work, but you would end up with alot of models in the chor. All the bones would get renamed and the constraint setup would not duplicate the pose to reflect that. I would have to save multiple model (after renaming the bones and poses).
  18. The problem also exists in v13. I'm guessing it has something to do with them being action objects. I really don't want to create a model with all the window treatments and have to setup all those constraints.
  19. Same thing happens in v15. No problem seeing the day/night pose. The model for the exterior lights is set to non pickable, could that be causing your problem?
  20. I just don't get it. I can delete the keys on the controllers and reanimate them and the constraints work, but as soon as I save it and reopen it, all of the constraints are broken. The chor action is breaking the constraint setup somehow.
  21. Even stranger!!! I can delete the assembly action and reapply it and the constraints work, but when I save the project and reopen, it no longer works. I don't understand this one at all!!
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