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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Rusty, you can go through the steps to install the rig in an action and have it ready. Just don't export the model yet, the action will work with any of the new updates. The installation process hasn't changed. Most of the changes have been in the text file instructions.
  2. I think a hairline crack with a bandage on it, would be funny to see. On his forehead, perhaps. Also, for the mouth you could use a boolean cutter. I've done this before and it works pretty well. Then you just animate the mesh of the boolean to get the mouth shapes. sptoontest.mov
  3. I think in v15, when you create a NEW constraint, the compensate button is automaticly ON. But recompensating, it's still OFF, so you'll need to hit the compensate button. I don't know for sure though.
  4. Your doing some great work here Sebastian. Keep it up.
  5. The targeting looks ok to me. Adjust the "eyeblink setup" poses in the FACE interface folder. (not the auto preset ones)
  6. I'll take a look and see if I missing some of the targeting bones. The blink targets may be out of position. [EDIT] The blink poses in the Face interface may need adjusting. (p31 pdf)
  7. They are the most current, but some things have changed. Most of the changes are in step 6 and use David's installation text file, in the zip file, for the final step. David will be making a video tutorial for the posable installation rig. How soon that will be is unknown. [EDIT] The text file is for after export.
  8. Very cool. Keep at it.
  9. ? No, resetting the compensates means editing the relationship/pose and adjusting the offsets in the constraints. Set constraint enforcement to 0% hit the compensate button and reset the enforcement back to 100% (or what was there to start with). Reset the compensates at 100% (using above method) then hit the compensate again and set it back to 0%. You want to have the same offset at 0% and 100%. Your head is facing backwards at 100%? It should be the same at both 100% and 0%.
  10. You did scale the resolution, so that's probably not the problem. It's most likely a video card issue. Did you update you video card drivers as suggested by robcat2075? You could also try setting your real-time drivers to opengl or direct3d in the global tab of the options menu.
  11. I think AM uncompresses them. You want to scale the resolution of the image down, not the quality.
  12. mtpeak2

    STEP 1

    The install rig plug-in is in the downloadable zip folder of the most current version. For the mostpart, the instruction steps are the same, but there are some differences. Step 6 has most of the changes added to it. The Final step in these threads has been changed, refer to the text instructions located in the zip.
  13. Well, that's not the right way to do it. It should to be modeled correctly. The installation rig will fit to any modeling you have. So, my suggestion would be to find real life hand images for reference and model the hand accordingly.
  14. No big deal. 1 down 3 to go.
  15. Ok, I found where you said the origin changed, it was back in november. I guess I have more fixing to do. No big deal.
  16. I didn't know the origin of the cheek and ear moved to the bridge of the nose? What is the reason for this? Does it make a difference?
  17. Try turning the fog off. I think particles ignore fog, that's why it's the only thing showing. Also, as Caroline said, try changing it to this dialog, instead of the camera. You may have different setting in the camera properties, which doesn't show in the render options you are showing us.
  18. Sometimes trying to select the cp channel at 0%, you actually create one by clicking the spline by accident instead. This has happened to me a few times.
  19. It looks as though you have fog turned on in the render options menu or the camera settings.
  20. Looks great John, nice work.
  21. This is interesting Mark, but this is just a geometry skeleton with motion capture applied to it. At least that's the impression I get from it. I don't think you can manually animate it. A nice feature idea would be an auto fall-off. The fall-off would detect the surrounding geometry and set itself accordingly. Then you wouldn't have to adjust the parameters of the fall-off for each character you install a rig to. This still wouldn't help in certain situations, like the face, but it would work alot better than it does now.
  22. An automatic rigging plug-in, like TSM, is not automatic.
  23. What about it? Are you still creating a group for that? Or do you want this done magicly? When you animate, do you just key pose? Do you want a plug-in to set the inbetweens? What about cleanup on your animation, do you want that done magicly too? What would be the point of it all then, if you have all these things done for you. If you don't want to learn how to install a rig, that's your choice. But, if you put the amount of effort into rigging that you do to learn how to animate, you would be able to install the squetch rig by now.
  24. As I said, if you can create a group that a rig can recognize to assign cps, you may as well just assign then to the bone, rather than to a group. I never found a model that I couldn't rig, bad splines and all.
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