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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. As Jeff said, this model rig is out of date. The rig in this model doesn't have the twist bones in the bicep, thigh and calf.
  2. Pick the closest bone to each spline ring. For example, the base of the forearm (first spline ring from elbow) would be assign to the "right/left_forearm_bow_0_geom" and the last spline ring (closest to wrist) would be assigned to the right/left_forearm_bow_3_geom. And any spline inbetween would be assigned to the "right/left_forearm_bow_1&2_geom" and weighted to fine tune the twisting. The bicep, thigh and calf are setup the same way. These bone are for the bowing feature, also the twisting as mentioned. Green monkey has this installed and David has the squetchy Sam model for reference. Also, once you run the install rig plug-in, only geometry bones show in the modeling window. I usually hide the shoulder fans, stomach IO and the chest IO bones, I use them just for weighting purposes.
  3. I want one too. Great model as usual, Stian.
  4. I've posted a final update in the "Getting Started" thread, with the standard eyelids. Future updates with the "divided eyelids" will be posted here. The zip contains the 4 and 5 finger versions (v13s or better), the compensation text file and a copy of the "InstallRig" plug-in if needed. 13s_Posable_Squetch_Rig_installations_08_10_2007_divided_eyelids.zip
  5. This will be the final update for this exercise, barring any problems with the installation rig. The final update is located here. Any future updates will be posted in the "Squetch Rig Downloads" thread.
  6. mtpeak2

    STEP 6

    Yes, a few. The rig is adjustable to different spline layouts. Have you tried an installation?
  7. Create a new pose. When in the relationship window click the red X, next to the shortcut to model in the PWS, to show more than drivers, now you'll be able to see the groups folder of your model.
  8. I don't animate often, but try setting the chor action to add.
  9. Rusty, do you have the original installation action? Is the leg bones out of place there too? I don't think this is a bug, I'm going through my second install with the posable rig in the past week and I haven't had a problem with the legs being out of place. I think something wasn't compensated correctly in the "right_leg_FK_IK" pose.
  10. v14 beta 10 is not out yet.
  11. A new update has been posted HERE. This fixes a pose that need to be turned off. Thanks Rusty and David for fixing it.
  12. Can you send me the password Rusty? David e-mailed me with an updated rig because of a problem you were having. I'm in the middle of an install and I had no problems. However, there were poses in the arms that I did not compensate because that caused the biceps to roll.
  13. The posable rig version has a copy in the zip folder located in the "Getting Started" thread.
  14. You can't add actions to action objects in the chor. You can animate the percentage pose of an action object in the chor, though. Open the pose slider window and click on the action object in the chor (where you tried to drop the action).
  15. I don't think it's possible to add geometry to a .3ds file that was imported as a model. I could be wrong though, I never work with them.
  16. It not like dragging a dropping in the PWS. As Ken said, you have to drag it to its root folder (in the user properties) or on the user property words, if there are no sub-folders. You can't drag it inbetween poses, so you have to drag all poses to its root folder in the order you want them. You can reorder the folders in the user properties the same way.
  17. Nice tests Rich, they look very promising.
  18. What about adding a dynamic constraint to the button (its own bone, not model bone) with a fairly stiff setting and low angle limit with collision on. BTW, nice test Robert.
  19. Your best bet is to look at a model on the cd. The large pink bone is the controller bone. The smaller bone inside of it (purple?) is the first bone in the finger (positioned at the first knuckle). The 2 smaller bones are the second and third bones in the finger positioned at the knuckles. Why didn't you try installing the posable squetch rig?
  20. All the tree I made for TWO use hair for leaves. I use alot of hair materials for the outdoor sets.
  21. Posable rig updated here. Sorry for the delay.
  22. Add the null in the choreography or action, right click in a blank space of the window and select new>null. don't add it to the model.
  23. Try adding a new null target at the pivot point you want, then constraint the model bone to it using translate and orient like constrains (compensate mode ON). Then rotating the null will move the model in an arc at the pivot point you provided with the null, animate the legs as need.
  24. That does sound like it would cause problems. Try removing the cloth material from the groups and reapplying.
  25. That looks better, but I think this whole area needs to be thinner. (see image)
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