mtpeak2
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Also, the next update will have 1800 min/max Y translation on the white leg install bones.
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David is always updating. As for installing new bone in the rig, update installation rigs can be made. Using a constraint setup to position the bones to where they need to be. Import the update, open action and export. The new bones would be in position, delete installation poses and run the install plug-in to parent the bones where they need to be. Deleting bones is a different story. Davids idea sounds like a good one, too. Save the install action from the first install. When new updates come up, you import the updated rig into your boneless model, save this over your install model. When you reopen the action, the new rig will be there and you export. Then using the transfer_AW plug-in to transfer the weights from your old model to the new one. If new geom bones are added, they will need cp assignments.
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I've track it down to a bad expression on one of the forearm geom bones. I'll have this fixed in the next update. So please do not export your models yet. I will have an update soon.
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This problem is not do to exporting or the install rig plug-in. When opening the rig in an action, the bone goes astray. There must be a constraint conflict.
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Are you sure you are looking at the right bone when scaling the base bone? The head bone sticks up higher than the base bone. (This is going to be fixed in the next update)
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I found a problem after exporting the model from the action. When running the install rig plug-in, there is a bone that gets translated to a far off distance. This may be part of the update that David sent me on the weekend. There may be a pose the needs to be turned off in the squetch rig before exporting. I'm looking into it now and hopefully I'll find the problem soon. Sorry for the inconvenience.
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Are scaling the base bone in STEP 1 correctly?
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The elbow pointer has nothing to do with the rig itself (it's an install bone that will be deleted after running the install plug-in. I added it to the posable rig as visual aid to aim the elbow bend of the arm. As David said, to make it easier to see the roll angle of the arm, since you can't see the roll handle when using the sliders when rotating on the Z axis. I also did this for the thumbs in step 4.
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Double check your base bone Z translation in step 1 and the head install Y and Z translation in step 5. This will affect the translations of these bones. In the next version I will increase these percentages. I'm taking notes.
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Read THIS before exporting your model.
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David and I have found a few errors in the five fingered version of the posable rig, we will have an update soon, probably tomorrow (we need to retest and double check everything). As long as if you did not export your model, this is not a problem. All you would have to do is, open the "JD_nobones" model again and import the updated rig. Then save as the "JD_install" model (override it). Then when you reopen the rigging JD project, you will have the newly updated rig. Sorry for the inconvience. I will also post a four fingered version.
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Thanks George, but we'll see how good of a job I did, after you finish the install.
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I have no problem with unhiding the face install bones. Try hitting the spacebar or restarting A:M.
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Thanks Marcos, I edited post #5 with the correct image. It's been a long day of posting.
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For the most part, I would center the base bone in a position which gets the rig (install bones) in the closest position as possible to the geometry they are intended for, most likely the center of gravity will do.
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There were changes to the rig after I did these screen grabs, so yes the numbers may not match up.
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Hopefully this wasn't too difficult for you. If you have any questions or problems with a particular step, please post in the corresponding thread. Thanks. YOU CAN NOW ASSIGN AND WEIGHT CPS IN YOUR MODEL
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Before running the "install rig" plug-in, this is also very important. Go to bones mode and translate, in the Y and Z axis, the "FACE interface-Master" bone using the translate manipulator, while holding down the control key, to position the interface infront of the face. Note: I did not add this to the install process, because I didn't want it in the way when of assigning cps to the face. Unfortunately, this has to be done before running the plug-in due to constraints and parenting in the rig. I will try to find a way around it. Save model.
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Start a new project and open the "JD_export" model. Delete the installation pose folder from the user properties and the relationship folder of your model. Save model.
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After resetting the pose, right click in a blank space of the action window. Select export>model, and save the model as "JD_export".
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Before exporting your model, Go to the "Animation Controls" pose folder>"FACE interface" pose folder, in the models user properties. Right click on the "FACE off/Joint Controls/Split Controls" pose and set it to "not set" and hit the spacebar to refresh the screen in the action window. This is very important.
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Boy that was easy. Save project. ONTO THE FINAL STEP
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