mtpeak2
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Everything posted by mtpeak2
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Does it matter? Have it a bulleyes from the top view too. This is pretty cool.
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What can I say Stian, awesome model so far.
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Sorry Rusty, I fixed it, redownload it. Feel free to set me straight, if you find more problems. Boy, do I feel stupid.....again. I just had too many things going on lately, I need to slow down a bit.
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As long as there are no bone changes, you can delete the squetch rig relationships and drag the new ones over to it.
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New update to the posable squetch installation rigs have been posted to the "Getting Started" thread, in the original download location. Future updates will either be posted here or in a new thread. Thanks
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I uploaded a new version of the "rig along with me" project. The rigs have David's lastest updates and it has the fix for the mouth install problem. Barring no more problems with installation, this will be the last update for the "Rig along with Me" project. Any future updates to the rig will be posted elsewhere. Thanks for your patiences in working out all the problems.
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I think I know what the problem is, the bones/nulls of the interface are in front of the face, but the geometry is not, correct? The "FACE off/Joint Controls/Split Controls" pose is a muscle pose that hides the geometry of the interface. This pose needs to be edited to move the geomtry inside the head mesh, in all positions of the pose. I never liked this setup. The geomtry has bones for each part of it. I'm going to look into using constrains and scale the bones to do what the muscle pose does. This will eleminate the need to edit this.
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Where is it in the modeling window, bones mode? With the constraint at 0 %, it should still be in front of the face in an action. Where and when did you translate the interface? This is done after exporting your model and before running the install rig plug-in, in the modeling window in bones mode.
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You shouldn't have to go to -1000 to get -992, just type the value in where the percentage is in the pose slider. Un sure why it reset back to 0 min, 100 max. Hmm, not sure about not being able to see the bones that are in the images, either.
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Phil, I'll look into it and update the steps if necessary. Thanks Mark, I'm working on assigning cps and weighting on JD. I'll upload when finished. I've been a little busy working on TWO this past weekend, I'll upload as soon as I can.
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Sorry for the confusion, I edited the step to say translate using the translate manipulator. I'm just so use to using the manipulators, that I just didn't think about it.
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Ok I found the problem. In David's last updating to the posable rig he used a text editor to change the names of certain bones. This renamed a relationship that turned part of the squetch rig off, which got broken by the renaming. In your models user properties (not pose slider window), go to Animation Controls>Face_underlying_controls>head_on/off_constraints>mouth_constraints and set the "upper_lip_to_Maxilla" to off. This should fix the problem. Thanks for letting me know.
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I'll look into this, something appears to be not right.
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I would translate in the Z axis slightly forward. Centered more through the whole body.
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Step 5 has been updated with new image. The settings have changed do to step 2 changes. I missed this one when I posted the updated rig. Sorry about that. It's not that big a deal if you don't make these changes.
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No problem. I assume you use the posable rig? If you did, how did it go?
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In the Animation Controls>FACE interface>FACE off/Joint Controls/Split Controls, set the percentage pose to 0% to turn of the FACE interface in the pose slider window. This will alway render if you are rendering in the modeling window.
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There is a critical update to the posable rig in the getting started thread. This is a MUST update that you need before exporting your model from the action. I explain the process of swapping rigs in the same thread. Also I noticed that the FACE interface is not correct. Did you set the "FACE off/Joint Controls/Split Controls" pose in the user properties, to NOT SET.
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I'll check 14beta3. Also, make sure you are using the new update and you are following the final Step thread for exporting.
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JD has very large eyes compard to his head, increasing the scale percentage is probably not necessary in most cases. There shouldn't be any problem not scaling them to full size. Translating and rotating the jaw and teeth into position is basicly all preference. The only one that you really need to be concerned with is the translation of the jaw bone, where you want the pivot point.
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Ok, I'm glad we got this settled. I was begining to think that there was a problem in the installation rig. So everything is good now?
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Where's that thread about the thumb issue, so I can see what the thumb phalanx is. Are you saying you need Z rotation on the black thumb install bones? You don't want the thumb bones to bend in-line with, what David calls, the thumb carpal?
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CRITICAL UPDATE This version has a fix to the expression problem in the squetch rig relationships. Also, recompensated a constraint in the installation constraints pose. (this affects STEP 2) Rescale the head install bone to match the height of the base bone (confusion on which bone to scale the base bone) Increase the Y translation pose to -1800 to +1800 for the white leg install bones (seems people had problems with this) Added four fingered version. I will update the STEP threads to match the new update. (updated images) Double check STEP 1 for base bone scale. Double check all poses in STEP 2 Double check STEP 5 I recommend starting over with the new update, it's easy, since I give all the answers in the images. If you want to continue with your current installation, here's what you do: Open the rig along with me project or open the JD_nobones model, import the new rig into the JD_nobones model and "save as" the original "JD_install model that I had you save (override it). Reopen the rigging JD project that contains the action install. The action will have the updated rig. Double check all the steps and make sure everything looks ok. Sorry for the inconvenience. First post has been update with the new rig.
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Hi Rusty. Yes, I will try to post an update to the posable rig sometime today. Yes, the posable rig comes from me. The posable rig is designed for an action install. I did alot of reparenting of the install bones and added a few to allow me to do what I wanted it to do, added a constraint system to pose the rig without having to go through all the steps of a manual installation. So, in other words, the posable rig probably wouldn't be able to be installed correctly, installing it manually.