sprockets Character models Internet Switches A:M Decaling Screen frosted donut medals buildings Rubik's Cube
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

mtpeak2

Film
  • Posts

    5,719
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by mtpeak2

  1. 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.
  2. mtpeak2

    STEP 6

    Couldn't tell you Dhar, it works fine for me. Could you send me the action file?
  3. Looking great Stian.
  4. 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.
  5. 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
  6. Yes sir.
  7. Yellow, redirect if this does not continue. The red could probably be deleted, I don't see a purpose for them.
  8. How about a front and side shot? That will help us see what else we can help you with.
  9. I agree with most of Ken's redirecting. Those were the other things I wasn't going to get into.
  10. Looks alot better, Dhar. There's other things that could be done, but I won't get into that.
  11. Also, this spline looks peaked after you removed the other spline.
  12. This is what I see, other may have different opinions.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Seeing an image, as Ken said, would be helpful.
  19. 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.
  20. Set the bicep flexing to 0%, since you probably don't see the muscles anyway because of the sleeves.
  21. FK spine option is in the squetchy sam model that David posted earlier today.
  22. Also, I'm starting to think we need a "Help Rusty" sub forum to put all these threads in.
  23. 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.
  24. Here's the updated posable rig. 13s_posable_squetch_rig_installations_09_01_2007.zip
  25. 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.
×
×
  • Create New...