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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. mtpeak2

    STEP 6

    That looks as though it will work, as far as I can tell from the image.
  2. mtpeak2

    STEP 7

    Yes, the pose name says it all.
  3. Hey Will, where is this 2007 biped rig? Is it one you created? Is it downloadable somewhere? Curious minds want to know.
  4. I don't use it.
  5. I'm not sure what you mean Dhar. The hip null? Or the hips lower controller? If you are refering to the hips lower controller not moving with the hip null, auto hips is turn on in the leg controls folder.
  6. Rename your image to F1_001_small. Remove the periods from the name, AM doesn't like that. I renamed the decal, relocated the image and saved. When I reopened the project, the decal showed.
  7. Just for the record, I didn't say you have to use cp weighting when smartskinning. I recommend weighting first, then if you need to, smartskin. I vaguely remember genocell's problem, cp's were jumping all over the place, why, I don't know. I do not use smartskin (for cp's anyway).
  8. Are the images and model saved to your HD? You can't save the model back to the cd.
  9. Fabrice Fave has a few tuts. These are a bit out of date, but they still can apply to the current version. The landscape tut still applies, he uses the terrain wizard. The grass tut uses the old hair material, but will still give you some idea on what to do. Here's the link.
  10. Between 44% and 64% stiffness, the settlings seems to take a long time. Nothing I can do about that, except for changing the default settings of the pose slider stiffness to say 64% or higher, I don't think we want it as low as 44%. Edit: It's not a problem in v13t. It looks like a v14 issue.
  11. That's the dynamics settling.
  12. Rusty, all I meant by "bug-free" was the possible dynamic feature, not the whole rig.
  13. You don't have to use it, but it does put the hips in a better position and you can still modify the bones rotation.
  14. Well, here's the difference. To me the auto_hips looks more natural. I believe you used it on the hippogyraf.
  15. Just import the posable rig into your model. Now with the rig in your model, create a new action. The posable rig uses all pose sliders to position the rig, you won't have to manipulate any bone. Here a link to the "Getting Started" thread.
  16. This is a separate version Nancy (Ku-Klip_jiggle model). I did not save over the previous version. If the jiggle is needed for all the other scenes then I'll turn the auto hips off. Auto hips aim the hips_lower_controller between the two foot targets, it still can be used manually. I'm not sure why more people don't use it more.
  17. Are you using the posable version or the standard installation version? The standard version gets installed in the modeling window, the posable version gets installed in an action. It sounds like you are installing the posable version in the modeling window.
  18. Chris, added ku-klip jiggle model to svn, for testing (animation controls>jiggle controls), chest and stomach only. The default is on and the default settings work pretty well. I also turned on the auto hips (animation controls>leg controls), I think that will help in some of his dance moves.
  19. I looked at the model you posted for the wrist problem. The bicep flexing works like it's suppose to in v14b. You just may have computer problems or your file is corrupt.
  20. Well, you said you did it in an action as well. Which did you do first? In the action will override the user properties settings. Delete the pose slider keys from the action first. To test, open new action and go into the top view. Rotate the forearm in the X axis 90'. Now go to the user properties of the model under the objects folder and adjust the pose slider. If you don't see any movement, then there is a problem with your model. There's either a corrupt pose (not in the rig, just your model) or you have bad cp assignments for the bicep. If all your cps are assigned to the sleeve geom bones, then you won't see any change.
  21. LOL.. He looks very loose. It would be interesting to try that setup applied to an acting shot. Something that automatically loosened up a character would be way cool. He's shaking out the bugs.
  22. This is not an animatable feature, that's why it is in the rig components. This is to adjust the amount of flexing you want all the time, you set it in the user properties of your model before going into an action or chor.
  23. A contridiction? Why? You must not be happy with Hash Inc when they post new updates with bug fixes and new features then.
  24. How's this for a jiggle setup? Added dynamic constraints to the hips lower controller, chest controller, head manual control, shoulder controls, hand controllers, the hand gizmos (CFingers) and the eye aimer bone. All I did was animate the hip null. dynamic_test2.mov
  25. Rusty, this is an easy add-on or can be removed quite easily. P.S. This is a bug-free setup. Also, you can choose whatever version you want as your production version, it's up to you whether or not you want to update to a version that has more features, noone is twisting your arm to update. Bug fixes, for the mostpart, are easily fixed by dragging and dropping a new relationship onto your model.
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