
mtpeak2
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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.
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Fixed #1 #2 and #3 are due to the fact that the switches are still active, just hidden when the switches are turned off. You still can modify the poses in an action or chor, but resetting them in the user properties doesn't work, the switch will reset it at the start of a new action. I tried turning the smartskin off when you turn the switches off, but I got funny results doing that. I'll look into it again, maybe I missed something. Also, once you modify the settings is the user properties, the switches will no longer work correctly, it's keyed from the default settings that we have set. So with that said, do you want the switches removed? Since they seem to be more trouble than they're worth for you and others. I think we just get rid of them just for you and the heck with everyone else.
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my chest controller is in the wrong position...
mtpeak2 replied to thefreshestever's topic in Squetch - Rig
You seem to have messed up on a few things during the install. The spine was not positioned correctly during installation. That's why the chest controller is so small. As I mentioned to you before in another thread, you shouldn't get to involved with this installation. A new installation rig is going to be posted soon with new updates. If you saved the action, you will be able to use it and adjust any mistakes that were made during this installation. You will need to reassign cps after you reinstall the rig. -
If you unhide the body_SQUETCH_controls and use the null to squetch the body, you can change the pivot point of the squetch. The body_SQUETCH pose is automated and should be a hidden pose. Setting the neck_squetch pose percentage will squetch the neck when you translate the head_manual_control. The Left/Right_End_Joints_Bend_N_Y sets a percentage the end finger bones rotate while using the hand gizmo. I'm unsure why you would want to turn the translation off on the jaw_geom and tongue_SQUETCH_target_1.
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Reset your compensates now. Then if there is any deformation, look to the cp assignments. Auto-assign doesn't always assign the cps to the correct bones. After resetting the compensates and double checking the cp assignments, you still have a problem, we'll look further into it. Also, don't get to crazy with this install, just use it for practice for the time being. A new installation rig will be posted soon and video tuts shortly after. If you save the action file, you should be able to reuse it. There will be some differences and added installation poses that you will need to set.
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He used an euler limit constraint.
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The switch controls the pose slider, that's all. Having it set at 100% and then typing 0%, is like an on/off switch, instead of a percentage slider. Setting it to 0% creates a scale offset, just like turning the FK/IK switches on and off to allow the bones to hold their position. The auto keyframe, that was introduced to allow FK/IK switching, is the cause of this problem. It doesn't just keyframe the translation and rotation, it keyframes the scale as well when a constraint is turned off.
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When you use the scale to reach switch, you need to bring the IK controller back within reach before turning the switch off. If you scale to reach and then type in 0 in the Z rotation axis to maintain the scale, you then need to move the IK controller within reach of normal scale, set the Z rotation to 100 either by typing it in or using the switch. After doing that, you need to type in 0 again in the Z rotation of the switch to maintain the normal scale.
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Sorry, I thought you were referring to the switches themselves, to reposition them. Show_and_Hide_Rig_Components>show_geom_bones. Turn this pose ON and you'll be able to translate and rotate the chest_IO_geom and the stomach_IO_geom bones.
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Use the arrow keys to translate them. This works for all the bone switches that rotate on the Z axis. This doesn't work for the null switches, except for the direction it can translate. So you can use the arrow keys to turn the null switches on/off.
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Nancy, is it still scaling when moving the IK foot controller? Or does it just maintain the scale?
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Mark, I believe Ken was referring to the bones in the PWS under the action or chor, not under the models bones folder. David does a similar thing in the squetch rig, but someone requested to change that, due to not being able to see what bone is assigned to which cps.
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As I said, it only rotates in the z axis, but the x and y axis show when you turn the manipulator on. The switch has and euler limit constraint. FIXED. Would you prefer the manipulator on all the time on the rotation switches? Anything else?
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Nancy, have you downloaded the new update that David posted on the previous page? The scale to reach leg switches only rotate in the Z axis in v13 and v14. What version of AM are you testing in? David and I do not have v15. I think I know what you're talking about. The rotate manipulator shows all 3 axis, but it only rotates in the Z axis, right?
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We could just remove the switches all together, if it's going to be that much of a problem.
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That's not possible. There are other poses that control the hiding and unhiding of the chest and arm bones.
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You can't set it in the user properties, it throws the switch off.
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It's suppose to be like that. It controls both sides of the face. I played around with moving it to the side, but I felt it worked better where it is now. Maybe hiding the head manual control bone will help. Once you turn on the face, hit the "1" key on the numpad to go into the camera view, then it won't be selectable.