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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. I've been working on the reordering of pose slider on import of the rig. Using a numerical prefix in the poses, I was able to eleminate the reordering problem, the only issue is phantom poses created on export (smartskin sliders) minor issue, hopefully Hash can fix that. I'm attempting to combine the installation model with the relationship model to see how compatible there are in the action install (my cause constraint issues) but maybe not, hopefully. This would eleminate the need to import the model into the rig (you'll be able to import the rig into your model instead) and eleminate the need to import the boned version into the relationship model.
  2. Once Richard gets his compensate plug-in ready to use, it will be a snap.
  3. You need to reread my original instructions. Export model Reopen model and delete the installation pose sliders and the installation relationships folder, save model. Open the " v13_Five_Finger_Squetch_Rig_03_05_2007_relationships_installation" model and import the saved model, with bones that have the installation poses and folders deleted. Then run the install plug-in.
  4. Did you export the model from the action? Did you run the install rig plug-in? Right click in modelling window and select plug-ins>wizards>install rig (that's if you placed the plug-in in the hxt folder of the version you are using) The plug-in removes the install bones and reparents them in the correct hierarchy, plus unhides the geom bones for assigning cps.
  5. No, I experienced unwanted Z rotation in the hand bones, and god only knows what else on export, even though no Z rotation was made to these bones.
  6. In the pose slider window click the number percentage, you then can input the desired translation or rotation, using a decimal to be more precise, (for example 111.23). There is no slider for rotating the calves, the translation on the Z axis for the "black_calf_install bones" sets the rotation on the X axis. The rig is designed to minimize steps, it's also designed to minimize mistakes. There are fan bones built into the rig (thighs, knees, shoulders, elbows, forearm twist fans and wrists). These are single bone fans, except the forearm twist fans, more can be added after installation if so desired. With these fans and weighting, that should be all you need. All the TWO models were rigged this way.
  7. The current Z rotation problem effect the Z rotation of the white leg install, green arm install and the thumb install bones. After export the roll of these bones revert back to its original state (NOT GOOD) this is a nightmare to fix. I also found unwant Z rotation on bones in the hand (ALSO NOT GOOD). The current export from action takes the translation of the bones and converts it to a starting bone position, then it take the X and Y rotation, with the scale, to set the end position of the bone. It does not consider the Z rotation at all. This is fixed in 14 alpha 6 and is fixed in 13s, when they release it. I would recommend watching David's "A Face Rigging Method" for bone placement in the face, until new documentation is posted. I think David is going to create a new video tut using this method, when he finds time, I hope anyway. Note: The face bones do not have to be used (optional) except the jaw, eyes and tongue, if you want some control of the face. The muscle poses of the original FACE interface method can be used.
  8. I would have to say v14 alpha 6, until v13s comes out (monday) with the Z rotation fix on export. V13 is fine to use, but don't export until you can open the project or action in v13s.
  9. Sure, no problem, you can adjust any pose, as long as you do it before export. [edit] In fact, you can use the user properties to set the poses, instead of the pose slider window. This will retain the the settings of the poses after export, but the order of the poses get reorderd (an issue that can be fixed by Hash if needed). This will allow you to open an action again and readjust if needed (before running the install plug-in).
  10. Hmm..... never had any exception errors, Paul, in my tests anyway. Which poses were confusing?
  11. That sounds great Richard.
  12. Richard, do you think that your compensate plug-in can be incorporated into the install rig plug-in? Or have the install plug-in execute the compensate plug-in when it's finished its task?
  13. Looks great Caleb. Love the pose.
  14. Rich, next release has the update in v13. With a big thanks to the guys a Hash Inc. Can't wait for your results from the test plug-in.....Now that's going to be awesome!!!
  15. I'm glad you like it Mark. The translate_orange_carpal_install_bones (center_thumb_base_pivot) translate poses, sets the position of the thumb install bone.
  16. Well it's a little early to release, but had a request to post it. The issues I had with this method will be in the next release of v13 (monday). V14 alpha 6 has the fix for the roll issue on export and importing model with materials, but a new issue has cropped up, images for decals do not import (decal and stamp are intact). This can be worked around by opening the model first bringing in the images into the project, then import the model into the installation rig. You will need the install rig plug-in, there is a copy in the zip folder I posted. Just drag and drop it in the hxt folder of the version of AM you are using (v13 or v14) This version contains the bone face rig......... A five finger foot gizmo version coming soon, four fingers if need and a quad version if it's worth the effort. So to use the rig, open the "v13_Five_Finger_Squetch_Rig_Posable_Installation_03_05_2007" model. Import your model, SAVE AS "your models name_install" so you don't override the rig or your model. Open an action and follow the steps using the pose sliders. Once finished positioning the bones you can save the action, if you need to make changes (this will mean reassigning and recompensating). Once you finished positioning, right click in the action window and export model (SAVE AS "model name_export"). Start a new project and open the model. You have to delete the installation poses from the user properties and the installation relationships from the relationship folder. SAVE model. (if you have trouble doing this, just let me know) Open the "v13_Five_Finger_Squetch_Rig_03_05_2007_relationships_installation" model and import your saved model. Run the install rig plug-in and your ready to assign cps. Follow David Simmons' video tuts for recompensating the rig. I will at some point write up a check list for the order in which compensating needs to be done. NOTE: you can use this in the current version of v13, if you have no materials or import your model as an action object. Just save the project or action and export when v13s comes out. Removed attachment- updated rig on page 4
  17. Yes, v13s will have the fix...14 alpha 6 has the fix already, that's why I will probably post it this weekend. Also was told importing a model with materials has been fixed in the alpha, not sure about 13s, I'm sure it has.
  18. Ok, not what I expected. I thought the technique was an oil painting effect. Still cool though.
  19. That looks cool Ken. So what's the technique? Hmm, why does the image look better that the mov file?
  20. Check out the "Tech Talks" on cp weighting.
  21. It's still bone placement and cp assignments. You shouldn't need to smartskin this model, cp weighting should be enough.
  22. Case, he had the cps assigned to the wrong bones. I think he's got it worked out.
  23. Did you take the rig from another model, instead of using the 2001 skeleton? The leg bones are not showing (thighs and calves) you have the thigh geometry assigned to the pelvis and the calves assigned to the knee pointer bones.
  24. I need to see it from the modelling window (bones mode, where you installed the rig and assigned cps), not an action. Sorry, I should have been more clear on that.
  25. It still looks as though there still is a bone placement problem, but I can't tell without looking at the bones. Can you post a render of the model in bones mode?
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