sprockets Newton Dynamics test with PRJ Animation by Bobby! The New Year is Here! TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

mtpeak2

Film
  • Posts

    5,719
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by mtpeak2

  1. I'm not sure I understand what you are trying to do. I think you are missing a step when deleting half the circle/sphere, there's no need for dangling splines, unless I'm missing something here. After lathing your circle/sphere and deleting half of it, you need to break the spline that AM keeps to continue the loop (it depends on which half you are deleting, side or top/bottom). You can also select half the circle/sphere and copy/paste it. If you are trying to close the flat side, you need a 4 pt spline, using the 2 middle cp to close the loop and deleting the ends after you attached the cps.
  2. It looks a though you moved the hips too far forward, the foot targets are not children of the hips. If you are creating a walk cycle, you should animate him as though he is on a treadmill (walking in place). When translating the hips, you also have to translate the foot targets to keep up. The knee is a child of the leg hinge which aims at and scales to reach the foot target. The rig is working as expected.
  3. Hmmm, I may have to try to get to one of these meetings someday, though I don't really have much to contribute.
  4. You can setup a pose slider to adjust an image sequence (different frames of the sequence for different percentages on the slider). You could also add multiple images to a decal and using pose slider adjust the percentage of the images to turn them on and off or combine them. This all can be done in the PWS also using the shortcut to model. I just like using pose sliders if it's something I will reuse in different projects.
  5. The large grey bone is not there anymore, it's now a null. Click on the white leg install bones and hit the + sign in the PWS, you should see the null as the first child of that bone, there you can adjust the values for the 'Y' position and the 'Z' rotation.
  6. johnl.inform.net there is no www.
  7. Sorry people, I don't want to be rude, but David has alot on his plate right now. His first priority should be the TWO movie project and to get some SLEEP. If you can't wait for an update, maybe you should consider upgrading to v13. David, you have no reason to be sorry, the people here should be thankful that you've been updating at all. I don't think they realize that all these updates have to be made to all the models for the movie, 18 or so. David needs to sleep once in awhile. It's tough trying to get all this stuff done with only a couple of hours of sleep a night, I know, I've had plenty of nights with little sleep trying to get models rigged for the TWO movie, and believe me, it's no picnic going to work that morning.
  8. Is it possible that you have the hip null too high causing the feet to leave the ground. A render in shaded wireframe with bones showing will help us figure it out.
  9. The thigh orient bones are not angled enough, I adjusted them (angling them forward slightly) and it worked fine.
  10. Go to 'view' at the top menu of the AM window and click on pose sliders. They can only be viewed in an action and chor. Hope that was what you were looking for.
  11. No rigging please, great model by the way. And I think the legs are bent the wrong way.
  12. My mistake, it did work. I was looking in the wrong place. I just thought the translation would have been automatic on the head proxy. Are the eyes there to replace the ones in the model? And don't worry, I haven't touch a thing, it's hovering over her head at the moment.
  13. Sorry Mark, it didn't work with Noel's plug-in. [EDIT] It also didn't scale with the rig when installing.
  14. Hey David. Unfortunely I have some issues with the rig. I've been rerigging the rabbit model for the TWO project with the new installation rig. First is the x rotation on the knee controller when rotating the hip null and the hips_lower_controller. The second thing, which could be a result of something I did, is the feet don't seem to want to stay planted on the ground when translating the hips and lower_controller. Here's a clip showing the problem. I'm starting to get the feeling that the rig is becoming too complexed, too many thing trying to work together correctly, it needs to be simplified. Is there anyway to downsize this rig without losing the squetch capabilities? The fk/ik switch can be done with just geometry bones and a hand target. Personally, I'd rather have the blending method, but that's me. I've been looking into combining the 2 method so you could do both, but there goes the simplicity. Thanks.
  15. Can't wait, thanks Noel.
  16. Hi David. I don't like the null for the ik setup, I do like using them, but they seem too large, in my setups I use smaller ones. I know the you are keeping it the same size of the hand, but I had no problem with the way you had it setup before. I like the fact you got rid of the ik elbow control, this is how I set it up in my rig. Is there a reason for showing both the bicep and the forearm, you can use either one to adjust the elbow (is it for keying for the switch). And the last thing, it's a request, I think you should add a hips lower control home, like you have the chest control home. Having a reference point for the hips lower control will make it easier to set back to original position, since it does squetch.
  17. Looking forward to seeing it.
  18. This is pretty cool Steve, thanks. Do you have any full body gizmos? I'd love to see it if you do.
  19. David, this is the way I have it set it up in the 2001 rig, you need to translate the ik hand target to the hand in FK 100%, then when you turn on IK the percentage is 0% leaving a forced keyframe automaticly (in ver 13). The ik setup is a kinematic constraint on the forearm, turning off the constraint 0% in the fk pose, the forearm is force keyframed leaving the arm in place. I also had to add an aim at constraint on the elbow rotator to the forearm in fk so when ik is turned on, the elbow stays in position.
  20. Cool Noel, I'll need it. I also noticed this rig is not IK/FK switch ready.
  21. Robcat, I'll have scarecrow ready tomorrow evening, est. I have the hands to assign cp's and some minor weighting left to do. The hands I'll have done tonight. This is only the first round of rigging scarecrow, I'm sure I'll be doing it again.
  22. David, the left foot doesn't roll correctly on the installation rig. Any ideas? It also doesn't work on the Four_Finger_Squetch_Rig_Final_11_3_2005 version.
  23. David, whenever you can get the rig done is fine, just send it to me when your done, they'll just have to wait for the rigged Scarecrow. If you knew from the start that this was the rig of choice, instead of multiple rigs, you could have been done by now.
  24. Here's another problem for you. I don't think this is desirable. It maybe the way you assigned and weighted cp's.
×
×
  • Create New...