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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. mtpeak2

    STEP 6

    Update 2 was reset by me, with an update that fixed the problem you pointed out, with the rig being in the JD model already. There were only 3 DLs of that update before I fixed the problem. I also replied to your post, that pointed this problem out to me, and I stated to reDL it.
  2. I don't see any shadows, are they turned on? This will add to render times. You think ten minutes is bad, just wait. Reflections also add to render times.
  3. mtpeak2

    STEP 6

    Update 3 has been posted to fix eye scale. This is posted in my first post of "GETTING STARTED" thread. Last one.
  4. Fixed eye scale.
  5. mtpeak2

    STEP 6

    Something must have changed that I missed in the updating process for the eye scale. The scale was changed at one point (increased), but with the frequent updates, it never made it to the most recent changes.
  6. You don't assign cps to the light bone (it's a light) Once it is a child of the parent bone, moving the parent bone or model bone in the choreography, the light just moves with it.
  7. mtpeak2

    STEP 6

    That should fix it, but what model are you referring to? The scale should work on JD if the poses were set to what I had. The next version I'll up the scale. This will be posted elsewhere. Any bone can be manually translated, rotated and scaled in the action window. Meaning, when translating the eye install, you can scale the bone if desired. (you need to make sure you are using the correct bone, though) Also, as I mentioned before, JD has very large eyes for the size of the head, if this is a problem in other models, I will change it as soon as possible. And since noone has DL'ed the latest version I posted, including you Rusty, this won't be fixed for awhile, if at all. Why should I fix something if noone is going to use it.
  8. I think jon hit it on the head, remove the design fron the top view and it should hide better. Still cpool.
  9. Does it matter? Have it a bulleyes from the top view too. This is pretty cool.
  10. What can I say Stian, awesome model so far.
  11. 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.
  12. As long as there are no bone changes, you can delete the squetch rig relationships and drag the new ones over to it.
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. mtpeak2

    STEP 6

    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.
  21. mtpeak2

    STEP 6

    I'll look into this, something appears to be not right.
  22. mtpeak2

    STEP 1

    I would translate in the Z axis slightly forward. Centered more through the whole body.
  23. mtpeak2

    STEP 5

    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.
  24. No problem. I assume you use the posable rig? If you did, how did it go?
  25. 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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