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Hash, Inc. - Animation:Master

mtpeak2

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Posts posted by mtpeak2

  1. If INSTALL was added to the names of the placeholder bones in the installation rig, they can be deleted using the "installrig" plugin once you're finished installation.

  2. I have found problems with exporting from an action after texturing and adding, grooming hair. It didn't always work. Decals get messed, hair looses grooming. I shy away from that now with tweaking already textured, hairified models.

    I haven't had any issues with this in v16b. v16a had an issue with exporting materials (hair was one of the materials) which I reported and was fixed in v16b.

  3. The function I am looking for is useful also when one is tweaking, modifying the geometry, moving, changing geometry bones and the control bones, relationships already exist, and you want to move the control bones to align again to the appropriate geometry bones - to realign, and get precise, rather that eyeballing or entering long strings of numbers.

    For the 2008 rig, if you readjust geometry bones, all you need to do is re-export the model from an action to realign the control rig (following the instructions for exporting as you would have from the original installation).

     

    I could trim down quite a few bones in the rig, but you would lose a few feature and it wouldn't really make the installation any easier.

     

    I don't know how much easier I could make installing the rig. You position half the geometry bones, use the mirrorbones plugin to mirror the left side bones and weights, then export from action to position the control rig.

  4. Well, what I meant by one keystroke was in only hitting Delete once. For example, I import a hand model but for whatever reason, don't want the rigging that was associated with it. So I go to bones and there's the main "Hand" bone of which everything underneath is a child. Clicking and deleting Hand doesn't delete it's children. More importantly though, what I wanted to know this for was say some of the child bones are themselves parents to other child bones (as is the case in a hand). Expanding Hand in the PWS and then shift selecting all of those bones, then makes me have to do it to every child parent that was in Hand as well. I hope that clarifies it a little by what I meant by one keystroke, it's mainly in those cases where some of the children are also parents to other bones and I just want to get rid of them all at once, that sort of thing. :)

     

    Also, I never would have thought to do something like Nancy suggested, I think I'll play with it a little next chance I get cause I find myself deleting bones fairly regularly...

     

    Instead of importing the hand model, just copy and paste the geometry.

  5. I know about folders. But to go through all the effort to reassemble it in the chor and have it still not work (because of all the duplicate models) would be very frustrating.

     

    The strange thing is, the other constraints work fine, it's just the limit constraints that get broken. Maybe just adding the limit constraints in the chor may fix the problem.

  6. How about it you made one blind model, constrained it, then put copies of the model in the chor directly rather than via an action?

    This would probably work, but you would end up with alot of models in the chor.

     

    or... crazy idea... if you exported that building from the chor as an mdl... would that somehow consolidate things, by getting rid of the Action?

    All the bones would get renamed and the constraint setup would not duplicate the pose to reflect that. I would have to save multiple model (after renaming the bones and poses).

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