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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. I agree with most of Ken's redirecting. Those were the other things I wasn't going to get into.
  2. Looks alot better, Dhar. There's other things that could be done, but I won't get into that.
  3. Also, this spline looks peaked after you removed the other spline.
  4. This is what I see, other may have different opinions.
  5. Nice model so far Dhar. To add to what the others have said, the hook near the lower lip (the whole spline) could probably be removed. I don't see any purpose for it, though I can't see where it goes.
  6. By modify, I meant move them in the pose. If I have a project set up with models, actions and chors, sometimes I will delete the actions from the project so they don't interfere with editing the pose. If you just save the model file only (not the prj), you can close the project and reopen it (or revert it) and the actions that were deleted will be back in the project. But, if everything is embedded in the project, this won't work. The best way is to just open the model, you are setting up the poses for, in a new project that has nothing in it but the model. Test projects I'll embed everything, large projects I'll save everything separately, in versions when needed.
  7. When you created your poses, did you modify the teeth and tongue too? Also, I have experienced that, when creating a pose, having another action or chor window open, the pose doesn't stick. I close all windows, except the one I'm working in, and delete all actions from the project. Saving just the model will not lose the actions you deleted from the project.
  8. Hmmm....that is definately an issue, but I don't think there is anything you can do about it. It's also a problem in v14.
  9. I would also add weighting to the first spline ring from the elbow joint to the elbow fan bone, with a higher percentage to the back side of the arm. This will minimize the squeezed look it's getting now.
  10. Seeing an image, as Ken said, would be helpful.
  11. You can try assigning the whole sleeve to the "right/left_bicep_bow_0_geom". That should minimize the flexing, this would also help in the twisting that the bicep does when rotated on the Z axis. The only thing that would probably get screwed up by doing this is the limb bowing and maybe the squetch capabilities, the sleeve wouldn't bow the same as the bicep, may cause penetration of the mesh. But with this type of character, you probably wouldn't use the limb bowing or the squetch to their extremes, if at all.
  12. Set the bicep flexing to 0%, since you probably don't see the muscles anyway because of the sleeves.
  13. FK spine option is in the squetchy sam model that David posted earlier today.
  14. Also, I'm starting to think we need a "Help Rusty" sub forum to put all these threads in.
  15. This is part of the rig design, it's a squash and stretch setup that is suppose to simulate muscle flexing. There is a percentage pose in the rig components>arm constriants folder to adjust the amount of bicep flexing. I recommend setting this at the model level, not in an action.
  16. Here's the updated posable rig. 13s_posable_squetch_rig_installations_09_01_2007.zip
  17. Ok, first thing, your knee targets are too low (knee height and out in front further). Second (this is causing the problem), I noticed one of the knee targets was animated and one not. So I investigated, You have a foot controlR reference in the thighR smartskin relationship. delete this reference from the smartskin and the walk cycle works fine. I still would move the knee targets position in bones mode though.
  18. This would be best to set this up like this... First column: default. Second column: place check mark in line of constraint that needed to be turned off. Third column: Place check mark in line of the constraint that needs to be turned back on. If this sheet is setup like this, I will post it with the updates to the posable rig along with the compensation text. Also, turnig the auto hips back on/off is optional, as long as if the IK legs are turned on. Thanks for taking the time to document this.
  19. Ah, yeah, I think you goofed up. Looks like you forgot to turn them back on after compensating.
  20. I wanted the forced keyframe as an option within the constraint, but that never happened. This would have eleminated all the keyframes on bones that that don't need it (squetch rig). This has been a problem on the TWO movie, people having to delete keys on bones that weren't animated.
  21. The 2001 rigs IK arms and legs were not designed to be IK/FK switches, so they don't work like one. So turning the IK setups on and off automaticly force a keyframe on the bones in that pose and they do not jump back to the ik targets, even with all filters turned off. You used to be able to position the ik targets, turn ik off and animate in fk, then turning the switch back on, they would jump back to the targets. This doesn't happen anymore, they stay where they were. So basicly yes, the 2001 rig is broken, since it doesn't work like it use to.
  22. The 2001 rig is not designed to turn the IK legs and arms on/off, that's why the arms and legs are twisted. It use to just jump to different positions, but now with the feature of forced keyframe when turning constraints on/off, it does work that way anymore. By default, the root bone, parent of all the bones in the 2001 rig, is hidden (not the black model bone). You can go to the bones folder and unhide this bone (it's the first bone under the bones folder). You then can use this bone to move the model around the action or chor, without losing the pose.
  23. Reordering in the PWS (relationship folder)does not reorder in the pose slider window. Here's what you do...... Go to the model properties and choose the user properties. If you're reordering under the main user properties, you will have to drag each pose/folder (by the crosshair icon), in the order you want them, to the words "user properties". You can not drag them inbetween poses/folders. If you're trying to reorder poses that are in the a sub folder, you will have to drag the poses to the folder that it is located in, using the crosshairs. Again, all poses, to get the order you want. You can do this from the pose slider window as well.
  24. It could be alot of things. Do all the lights cast shadows? What resolution are you rendering at? Do you have any models that have reflections on them? Particles?
  25. The real potential is, the grooming tied to smartskin. Say you don't want to use hair dynamics, you could smartskin the head bone so hair doesn't penetrate the mesh.
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