mtpeak2
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2001 rigged model: Hilight the main relationship folder (under the groups folder) and hit the delete key on the keyboard. Select the the hands and rig folders in the user properties of your model and hit the delete key on your keyboard. Once deleted open the 2001 rig in the same project. Drag the main relationship folder (under the groups folder) to the name of your model in the PWS. This all takes place under the main objects folder. Don't know and don't care about TSM.
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I just saw this thread today. That is INCREDIBLE Stian. Amazing!!!!!!!
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This is all in the poses that need to be setup by the person doing the face pose. I believe these poses are in the installation rig as a default, or maybe not, but they would be edited to suit each model that's rigged. This is just how David has Squetchy Sam setup. It's up to the user to setup/edit the poses to their liking.
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The relationships are messed up, they reference the bones with a 2 on the end. Delete the relationship folder. Delete all the poses in the user properties. Open the 2001 rig and drag the relationship folder from the 2001 rig to your model name in the PWS. That should fix it. The IK legs are located under the rig>setup folder. The balance control bones are out of position. They are correct from the front view, but not the side. The balance setup should be out in front of the model, you don't need to reposition them from a side view, only a front view. Once you get that straighten out, we'll look again at it, to see if there are other things that need to be fixed.
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It doesn't happen for me either, Paul.
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Which eye targets did you turn on? Was it the master eye target? If the eyes follow the target, it should be animated. Can you post an action file of this problem?
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Yes. If you are rerigging a model that you installed the squetch rig in, using the posable version, the action file should still work (you will need to delete the old bones folder and relationship folder before rerigging). A few poses may have been added, depending on which version it was. So double checking all the poses is recommended.
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Basicly yes. For the most part, any updates will probably be relationship fixes, which will be a drag and drop operation. New features, if any, that require new bones added or reparenting, may need rerigging, but the installation action will probably still be reusable (you'll need to reassign cps and weight/smartskin). It may be possible to add the bones with an installation rig that will use the same action file. I don't see that being the case though, this rig will be it for awhile. The foot gizmo will be an add-on posable installation and other add-ons will will use the same method.
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If you do not have lights in the scene, you need to set the global ambiance type (global color, and set a ambiance intensity) in the choreography's properties. But it does apppear to be the alpha channel is on in the render options.
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So, what was the problem?
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It's starting to look pretty good Dhar, keep at it. I'm assuming you will be adding some finger movement on the right hand at some point. When the left hand goes down out of view, possibly the right hand comes up with some sort of hand gesture.
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There's a problem with the switch add-on installer.
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Are you in an action when you turn on the IK arms? Can you post a video of the action? In both cases, it sounds like the cp assignment is incorrect. Can't really tell without seeing the model file itself. Can you post the model file for us to look at?
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In the left hand smartskin, delete the bone reference to the left bicep and the left forearm. In the left thigh smartskin, delete the bone reference to the left calf and the left foot.
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Ok, fixed the keyframes on the switches when turning the switch pose ON/OFF, except for a user properties keyframe channel. It only keyframes the bones and switch when the switch is actually used. I don't think there is anything I can do about, if you use the poses it breaks the switches, unless you put it back to the default position. As David mentioned in an early post, it's a circularity issue.
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It's not the balance pose that is causing the problem. You have a problem in the smartskin. Turn off IK legs to do the smartskin and you won't get the reference to the foot, which IS causing the problem.
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So is there anything else that needs fixing?
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how can i make the face interface move with my character?
mtpeak2 replied to thefreshestever's topic in Squetch - Rig
You didn't recompensate the constraint for the interface. David set the constraint to 0% by default, so all you needed to do was hit the compensate button and set the constraint to 100%. Check the recompensating text for the location of the constraint. -
DJ, if you are referring to a switch interface, I already thought of that. The interface would have to face the viewport, which it can't do unless you add another camera, which I don't want to do. Yes it would be nice to automate the recompensates, but I doubt you'll find anyone willing to write the code to do it. SWITCHES WILL BE REMOVE. END OF DISCUSSION.
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To me, it's something I see having problems with, due to people using it or not using it when they are suppose to, not to mention the extra keyframes. Don't get me wrong Ken, I'm all for the switches, I'm the one that came up with the idea.
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Not all characters will have their arms rotated 90 degrees. If the switches were not used from the beginning of the animation, you can not use them after. Once the poses in the pose slider window have been changed, the switches will not work anymore (except if the poses were set back to the default settings first). You either use them or you don't.
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Ok, it sounds like another vote to remove the switches. If we remove the switches, you can setup the model anyway you want. As for the initial pose, the pose would probably need to be edited for each model.
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The problem is in the smartskin. Check each smartskin and delete any references to bones that shouldn't be there.
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Ok, the image you show is the result of trying to translate the neck geometry bone, not scaling or rotating. You can not scale or rotate the neck geom bone (except the Z rotation). Fixing things like this are only making the rig larger than it needs to be.
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Limit manipulators are only good for keeping the user from using them. Most of the bones that have constraints set to them, need it, either limiting the amount of movement or constricting them all together for other reasons. Why am I looking at the neck, what's the problem.