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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. Bingo. If the cp's in the thom model have the same id # as cp's in your model, the smartskin will effect your model.
  2. Found another bad smartskin, the pelvis, I'm sure there's more.
  3. You're better off weighting cps first, before you smartskin. Smartskin only when weighting doesn't do the job.
  4. Also delete the left foot smartskin, arm problem.
  5. The problem is in the left thigh smartskin. Delete the smartskin relationship from the relationship folder and redo the smartskin.
  6. I started working on a project that I started awhile back, rerigging the kong model with the squetch rig (still lots to do). Unfortunately, at the time I didn't realize that materials are lost during import of the model into the rig, so he has no fur, will rerig at some point. I saw the post by MrBones for the bvh files (thanks) and tried it out using Andy's tut (and thank you) on using them with the squetch rig. Here's the test, I think he had a few too many. BVH_test.mov
  7. You had to rub it in, didn't you Rodney.
  8. No way! The orangutan is on the DVD? That's one of my favorite mascots. And Jim Talbot's work is always amazing. I wish I could upgrade, but it will have to wait til I have some spare cash, sigh.
  9. Cool.
  10. You should feel lucky then Matt, I tried setup it up again and it still doesn't work. I can't even change it to spring.
  11. I think there is a bug with this version. I've been trying to setup some dynamics and I'm having the same problem. I'll look into it more and send in a report. You should send in a report as well.
  12. I haven't heard anything from Hash about the problem. It may end up a v14 fix.
  13. It would take too much fixing. all the bones in the legs and thumbs would have to be manually adjusted.
  14. The problem is rotational values do not export with the model. X and Y rotation of a bone in an action get exported as bone end position, Z rotation does not effect the position of a bone, so no Z rotation on export, bone default back to orginal rotation on the Z axis. I only have a couple of poses that use Z rotation (which work fine in the action) and I didn't notice the problem until I did a test install and exported it.
  15. Sorry, but you'll have to wait longer. I found a problem on export that I have to send in to A:M reports.
  16. I thought I'd start a thread for the action install for the squetch rig. This is just for bone placement in your model. You will have to still assign cps and weight your model and recompensate poses (hopefully not for long, thanks to rickh). I'm going to do a test install and have David do a test run as well. I should have it posted sometime this weekend (hopefully today).
  17. No Santa Claus is no trick, if fact he's hiding out in OZ, he's posing as Ku Kip and his workshop is hidden underground, but don't tell anyone.
  18. Check and make sure dynamics is turned off, check shortcuts also.
  19. David, great animation, loved it. robcat, this is the rabbit from the TWO movie (or was), the ears have dynamics set, unless he turned them off and animated them.
  20. This is a default bone for your model, if you do not assign cp to bones that you add to your model, they are assign to this bone by default. In the choreography, this is the bone that allows you to move your model in choreography mode, if you have other bones that you added, they can be seen in skeletal mode.
  21. That looks pretty cool John.
  22. Thanks guys for your time and efforts. I'll have to check these out when I find some time.
  23. This is looking very nice Steve, keep at it.
  24. That looks fantastic Will. Do you have plans for more texturing on other models? I hope so.
  25. Fantastic job Will, unbelievable. Ken, I don't think the hippogyraf has a rig yet. David, does it have a rig?
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