mtpeak2
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Everything posted by mtpeak2
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That sounds cool. I wonder how well adding scale like constraints to the spine (scale like control bones) would work using the squash and stretch expression on it.
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Nice, this reminds me of the setup I was building for TWO, til the squetch rig was pick as the rig of choice.
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I might be able to help out depending how fast you need them.
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How many models need rigging?
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Are you using an aim roll at constraint on the calf (the calf is rolling over)? You probably just need to adjust the position of the target.
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Sorry John, but that's just too funny. Nice one Nancy. That needs to go on A:M Films.
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You had a keyframe on the right thigh fan bone on frame 30 that rolled the thigh fan bone. Fan bones are automatic and you do not need to adjust them.
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The forearm has an euler constraint on it, so when grabbing the base of the forearm or the tip of the bicep and moving it, the bicep will roll to compensate. In Ik the elbow is locked in position preventing this from happening. There's nothing wrong.
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It looks like the second bone in each finger are rotating in the y axis. You may have some finger bones roll handles pointing in the wrong direction (geometry or control bones).
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He is turning the fk-ik pose on and off. The apply before action is something that should be off and stay off, he's showing how to fix it. When the fk-ik pose is turned off (this is the red pose hilighted in your pose slider window), some of the constraints are at 100% and some are 0%, the 100% constraints are the ones to compensate. Now turn the fk-ik pose on and compensate the poses that are now at 100%. Close action window and your done, test model in action (do not test in the edit pose action window, any bone movement from translating or rotating will then become part of the pose). Also, delete all actions before editing pose.
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I'm referring to the installation rig that you are installing. The zip folder that David made availlable has a rigged Thom model in it (squetchy thom) with the five and four finger installation versions.
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There should be a Thom model that David uploads with the installation version.
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The only concern right now would be the rotation of the feet, I'd like to see them pointing forward.
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After rereading my post it may of been a little confusing, I mean a single fan for each thigh, but I'm sure you knew what I meant.
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Personally David, I would just remove them. Using the stomach and stomach_io should be good enough. Weighting them and the thighs together has been enough for me. If anything, adding a single thigh fan would do the job. There are a few other things that bother me as well, the elbows for instance, they always roll. If you use the non z forearm bone for the forearm, you can't use the elbow fan bone. To me, the elbow should not roll. That way you can utilize the non z forearm and the forearm geom bones to get a gradual twist in the forearm through weighting. Steve the model will be of use on the DVD. I want to see YOU finish the rigging yourself for the DVD. We'll get you through it.
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Post a wireframe Jeff, and let me see how it looks. I'm sure you can add the spline rings fairly quick. This is something that will take awhile to do, so a few more days to wait for a model won't hurt. And thanks for the offer to your model. To me this looks like a good subject because it's inbetween a realistic and cartoony model.
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I also suggest not to assign cps to the hips_geom and hips_IO_geom, these do not translate or rotate with the hips_lower_controller. All the models I rigged for the TWO movie, I did not use theses bones. David, is there a way to fix this? It may just be a parenting problem or missing constraints.
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I took a look at the model Steve, there seems to be a lot of corruption in the relationship folder. I tried to open the model in an action and got circularity errors. I deleted and replaced the animation controls/leg controls relationships and the model seems to behave correctly. there were alot of empty relationships in these folders which should not be there, also it looked like you did some compensating in the wrong on/off position to get the circularity errors. There was also an errant show geom bones pose turned on in the torso/neck/head_constraints. I attached a fixed model file, you will have to recompensate the leg constraints, practice makes perfect.
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Well David, I'm not going to be as good as you, but since you build the rig and gave us the video tuts, we need to show that someone else can install it and I'm sure you'll let me know if I make a mistake
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Something simple Rodney that can be rigged with the model. This is a basic rigging and nothing else.
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Well Rodney, I think I already know how, though I did learn a few things from the video tuts, actually alot. I was thinking, if we had a generic model to rig (any of the above mentioned models would be great, Jeff Bolle's model looks like a great subject), I'd be willing to do a step by step rigging and post pics of the desired install bone location and a progress model so others can compare, that's if others are willing and will not just use the model I posted.
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I'd be interest in both, very cool models.
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Tinwoodsman and Scarecrow, tincastle in background
mtpeak2 replied to zandoriastudios's topic in Work In Progress / Sweatbox
Will, tinmans all yours. Shoulder and elbow fixed. Shoulder fix is shown in the two rigging. -
Tinwoodsman and Scarecrow, tincastle in background
mtpeak2 replied to zandoriastudios's topic in Work In Progress / Sweatbox
Nice pic Will. I see the elbow problem is back, I assume the model was reverted to an older revision. Let me know when you are done texturing so the elbow and shoulder can be fixed, I don't want any problems this time. Thanks.