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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. 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.
  2. I'll check 14beta3. Also, make sure you are using the new update and you are following the final Step thread for exporting.
  3. mtpeak2

    STEP 6

    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.
  4. mtpeak2

    STEP 4

    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?
  5. mtpeak2

    STEP 4

    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?
  6. mtpeak2

    STEP 2

    THIS STEP HAS BEEN UPDATED
  7. 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.
  8. 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.
  9. mtpeak2

    STEP 2

    Also, the next update will have 1800 min/max Y translation on the white leg install bones.
  10. 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.
  11. 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.
  12. 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.
  13. mtpeak2

    STEP 2

    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)
  14. 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.
  15. mtpeak2

    STEP 2

    Are scaling the base bone in STEP 1 correctly?
  16. mtpeak2

    STEP 3

    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.
  17. mtpeak2

    STEP 6

    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.
  18. Read THIS before exporting your model.
  19. 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.
  20. V13s.
  21. Thanks George, but we'll see how good of a job I did, after you finish the install.
  22. mtpeak2

    STEP 6

    I have no problem with unhiding the face install bones. Try hitting the spacebar or restarting A:M.
  23. mtpeak2

    STEP 6

    Thanks Marcos, I edited post #5 with the correct image. It's been a long day of posting.
  24. mtpeak2

    STEP 1

    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.
  25. mtpeak2

    STEP 2

    There were changes to the rig after I did these screen grabs, so yes the numbers may not match up.
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