
mtpeak2
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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.
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Ah, yeah, I think you goofed up. Looks like you forgot to turn them back on after compensating.
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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.
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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.
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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.
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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.
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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?
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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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Well, I could tie the density, cull hairs, position, direction, kinkiness, kinkiness scale, bow, face camera or brightness to it or whatever else that can be animated.
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Ok, I spent too much time on this. Smartskin hair guides, tied length of hair to the Z scale of the same bone. Constrained that bone to a null with an aim at constraint, with scale to reach turned on. Then added a relationship to the Z rotation of the null to drive the thickness of the hair and finally, a relationship on the Y translation of the null to drive the color of the hair. So the null controls the whole animation. hair2.mov
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Thanks Nancy. I knew you could groom hair in a pose, but not smartskin relationship.
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I ran a little test, did you know you can smartskin a bone to control HAIR? I added a new smartskin to the bone, turned grooming mode on and groomed the hair at different angles. hair.mov
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Additions to my astronomical gallery
mtpeak2 replied to Julian's topic in Work In Progress / Sweatbox
Nice gallery Julian. -
But found time for everyone else's posts, for the most part. Don't sweat it Rusty, I'm just not interested in helping anymore. You seem to have things under control.
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Since you didn't respond to any of my posts, other than a reply to Paul I made, you didn't seem interested at all. You've only responded to my replys to the hijacking of the thread. The non response to my posts is more the reason for me deleting my posts, than the hijacking comment. That's what I find insulting, more than anything else. So I'll just take my toys and go play somewhere else.
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So, to answer your original question, you are better off going back to the installation action. Trying to go into bones mode and adjusting the bones manually can be very time consuming and errors could be made. BTW, the hijacking on my part was coming up with a way to adjust the geometry bones only and to run an installation action with the control rig installer, to help you and others out who have assigned cps already. Since you don't seem to be interested in this process and you consider this hijacking, I will no longer pursue it. I don't have the time to waste, since I don't need this process.
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Sorry Rusty. I removed my posts, as to not to hijack your thread any further.
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You tell me, if that's it.
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You should. Did you delete the installation poses? Did you try saving and reopening the model? It's hard to tell what's wrong without seeing the model.
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Is this a TWO model?
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If you read my post, I gave you the answer. You have to use the rig to rotate the geometry bones, then unhide the geometry bones using the pose that David provided, then select the geometry bone that you want to smartskin by right clicking and choosing new smartskin. So use the control rig ,in an action, to put the geometry bone in position.
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Still need smartskin with weighting and fan bones? I haven't smartskinned a model yet. The geom bones, unhide them using the pose. You will not be able to directly smartskin the bone, you will have to animate the rig in an action, unhide the geom bones and right click the geom bone to add smartskin. I believe this is how you need to do it, David will be able to tell you for sure.
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Paul, check the options menu under actions, make sure the dynamic options is on to see it realtime. Also, check the constraint to see if "simulate on the fly" is on for realtime. Is the dynamics not rendering in final?
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You may need to turn collision on in the material.
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I just did a quick test with constraining to a path in a pose and it works fine. Did the path constraint work when you created the ON/OFF pose?