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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. Dhar, there already is a breathing feature, it's the chest_IO pose in the torso folder. Just create an action animating the chest_IO pose slider, one cycle. Apply the action to your model set it to repeat or animate it one cycle in the chor and set the post interpolation to repeat. Just make sure you add weighting to the chest_IO_geom bone.
  2. For anyone that uses the squetch rig, would this be of interest? I've been experimenting with adding a dynamic setup to the squetch rig. This setup is for the chest and stomach areas using the chest_IO_geom and the stomach_IO_geom bones. There will be an on/off pose to turn the dynamics on/off, a percentage slider for drag, and percentage slider for enforcement. These bones are mainly used for weighting, so depending on how you weight your model, you will get different results. Here's an example. dynamic_test.mov
  3. You only move the bones that reference the thumb.
  4. Is this a modeling problem that you are trying to fix with rigging? Or a rig problem that is screwing up the geometry? It looks to me that the rig is bending correctly according to the geometry.
  5. The fan bones for the webbing that Rusty added can be done with weighting, just weight it 50/50 to the same bones he constrained the fans to.
  6. In the relationship folder, find the pose, open pose and drag the relationship onto the other models name.
  7. It's hard to tell what it could be without digging into the model, it could be a number on things.
  8. Delete the keys made for hiding and unhiding the bones. You should have all pose slider keys in the action, no bone keys. Don't use the shift J and J keys to hide bones, use the poses in the installation poses folder, just go back to it and turn it on/off.
  9. It looks to me you just over rotated the right knee controller.
  10. This can be fixed with weighting. You'll notice that this will happen when rotating the hand on the Z axis, weighting will minimize it. I'll look to see if there is changes that could be made to the constraints. I remember setting this up for the twisting forearm fans, it was a nightmare. Trying to find the right combination of enforcements was a pain, don't forget, you can rotate the forearm on the Z axis for twisting the forearm and hand, which made this more difficult. As I said, weighting will help.
  11. It looks like the cps are either not assigned or are assigned to the hidden bones of the face interface. The interface has geometry bones for the square boxes. The thighs look like you have too many spline rings assigned to the thigh fan bones.
  12. Check your weighting. Also, make sure you check the enforcement when you are in an action or editing the relationship. Sam has a 100% enforcement in the modeling window, but in an action it is 50%. So if you are comparing constraints, make sure you are in an action with both models. I can take a look if you want.
  13. Compute all cp weights will not do anything, unless you have the bones option "has falloff" turned on, in the bones properties.
  14. Set the X value.
  15. Compensating has to be done after the install rig plug-in is used and the installation poses deleted. It can be done before or after assigning cps. I usually do it after, just so I can see the result better, than just seeing if the bone moved correctly or not (better visual). The bone adjustments you made look better, but you still have bones in the nose area that are out of position.
  16. The brows could be moved up slightly, but it's in pretty good position. Did you scale the eye install bones? It shouldn't be that long, I'll have to check the posable rig. The placement of the null is the biggest problem, it should be near the corners of the mouth. The base of the cheek bone could be moved up and back slightly. Moving the null should fix the problem in the last image.
  17. Can I see a side view of the head? The brow bones look out of position from this angle.
  18. mtpeak2

    STEP 6

    You shouldn't have to unhide/hide bones in the objects folder or bones folder in the action. You should have no keyframes on any bone at all in the action, it should be all pose slider keys. You probably have a key on these bones to hide them, it's overriding the on/off pose.
  19. mtpeak2

    STEP 6

    Couldn't tell you Dhar, it works fine for me. Could you send me the action file?
  20. Looking great Stian.
  21. I think it's just how realtime is reading the decal, on the 5 pointer, you have for the hair. I've seen this before, no big deal.
  22. Sorry for the delay. Here's the posable update. And here's a link to Rusty's spreadsheet. 13s_posable_squetch_rig_installations_09_08_2007.zip
  23. Yes sir.
  24. Yellow, redirect if this does not continue. The red could probably be deleted, I don't see a purpose for them.
  25. How about a front and side shot? That will help us see what else we can help you with.
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