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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. A contridiction? Why? You must not be happy with Hash Inc when they post new updates with bug fixes and new features then.
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. You only move the bones that reference the thumb.
  12. 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.
  13. 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.
  14. In the relationship folder, find the pose, open pose and drag the relationship onto the other models name.
  15. It's hard to tell what it could be without digging into the model, it could be a number on things.
  16. 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.
  17. It looks to me you just over rotated the right knee controller.
  18. 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.
  19. 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.
  20. 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.
  21. Compute all cp weights will not do anything, unless you have the bones option "has falloff" turned on, in the bones properties.
  22. Set the X value.
  23. 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.
  24. 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.
  25. Can I see a side view of the head? The brow bones look out of position from this angle.
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