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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Thanks David, this will be a big help. I would try to do something myself, but I wouldn't know where to start.
  2. If all the poses, that need editing, were located in one folder, that would also make it easier. For instance, you have a main setup pose folder, that pose folder contains a folder with all the poses that need editing first. Then the next folder, in the main pose folder, would be the poses that need editing next and then poses that use other pose. That way you know where all the poses are. You basicly have them already with the ud and lr poses, you don't have to use them to the extremes (100%), with the next wave of poses to edit.
  3. The big problem with setting it up is, what poses to edit and in which order to do them in.
  4. Set the "mouth_ud and "mouth_lr" to less extremes and have basic poses setup so the face interface works without having to set it up. As for me, I would lean more towards a muscle pose setup, than having to setup all those poses to get the face interface to work. Since I have to setup the interface poses anyway, I don't want to have to create/edit more poses to do that. If the poses are already there, it makes it easier to edit, since the relationship tells you what poses were used to set it up. If you have a blank pose, you don't know which poses or bones to used. I have no doubts about how well the rig works, I don't think you need to modify the rig, as I said, premade poses already setup. The rig isn't that hard to install, it's the setup.
  5. I don't know about any shortcuts, but I usually group weight, not single cps if I can help it. That does sound very complicated, never setup the face poses yet (not even muscle poses), only rigged it. David, how about a set of generic poses (not extremes), that are already built into the rig? Then those poses can be edited to suit the model, or left as is. This way the face interface automaticly works, to a point.
  6. The nulls already drive the poses, the poses just needs to be setup. Use the lip poses in the face underlying controls folder (individual poses) to create your mouth shapes.
  7. David has poses for the face rig for the most part (mostly lip poses for creating the mouth shapes). These poses are used to create the face interface poses (instead of using muscle motion). Once you edit the interface poses, the interface nulls will work. The brow poses are created using the geometry bones, these bones can be unhidden in the user properties (not sure where at the moment) The cheek/jowl/ear bones are tied into the face rig and work automaticly. The forearm bones are suppose to be like that, this is to allow you to direct the limb bowing. The biceps, thighs and calves are also setup this way. This is part of the FK arms and legs only.
  8. Green Monkey actually was a pretty quick install. I start will the 3 main bones in the spine (stomach_geom, mid_section_geom and the chest_geom) and assign cps to the bones in the area. I then go into an action and test the cp assignments. If something doesn't look right I go into muscle mode and select the spline ring that looks out of adjustment and add weighting. Once I get the torso flexibility looking good I'll then add the weighting to the "stomach & chest_IO_geom" bones. These bones are for the chest_IO and the stomach_IO poses located in the Animation_Controls>Torso folder of the pose sliders. These poses scale the bones on the Z axis, for example breathing (chest in/out). I weight to only the front side of the model. I usually don't add too much weighting to these bones, but that's up to you on how much you want to weight them.
  9. 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.
  10. 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.
  11. I want one too. Great model as usual, Stian.
  12. 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
  13. 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.
  14. mtpeak2

    STEP 6

    Yes, a few. The rig is adjustable to different spline layouts. Have you tried an installation?
  15. 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.
  16. I don't animate often, but try setting the chor action to add.
  17. 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.
  18. v14 beta 10 is not out yet.
  19. A new update has been posted HERE. This fixes a pose that need to be turned off. Thanks Rusty and David for fixing it.
  20. 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.
  21. The posable rig version has a copy in the zip folder located in the "Getting Started" thread.
  22. 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).
  23. 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.
  24. 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.
  25. Nice tests Rich, they look very promising.
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