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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Looks pretty good so far. I agree with Nancy, more variation in the funnel with a little more of a curved taper.
  2. I've been converting the 2001 rig to the new fk/ik switch today also. I had nothing better to do.
  3. Here's something for you to think about.
  4. What I'm saying is that if I want to be squetched in FK, but not in IK, I would have to animate the squetch using the sliders. It would have be nice to blend IK/FK setups and have the squetch blend automaticly as well.
  5. So, what your saying is that you have to animate the squetch between blending of setups. One thing I noticed is that you turned off the y rotation of the ball_rotate_right_controller, now you can't pivot the foot there.
  6. If this is going to be a true IK/FK on/off switched rig, there should be no need for an IK setup and an FK setup, your setups are squetched together correct or are they separated, can they blend one squetched and one not. If blending is not possible in the squetch, there is no need for multiple setups. This would greatly reduce the size of the rig.
  7. Looks pretty good, but could be a little faster. Also, maybe pulling on his legs if they are pinned.
  8. Looks great Dale. I'm glad to be of some help.
  9. Pixar, the tail is already rigged just hidden and the target is there, you just have to apply a kinematic constraint on the tip of the tail to the target null. Somehow the constraints were lost while getting the the CD ready.
  10. Here's a solution I came up with for you.
  11. This rig looks like a good candidate for the loon characters for TWO.
  12. Scaled the model to make it look like a puddle at the beginnig and end.
  13. I was playing with some scale constraint, it's all animated with 2 nulls. It looked cool so I thought I'd share.
  14. David, this is turning into an awesome rig. One thing I noticed is your slider percentages, importing this rig into another model will reset the sliders back to 0% to 100%. You would have to import the mesh into the rig instead to keep the percentages the way they are, unless this changed in recent versions, I haven't tried lately. Keep at it.
  15. Looks good Dale, George did a nice job for his first model. It fits right in with the haunted house project.
  16. I like the fog effect John.
  17. Looks good so far. How about a werewolf.
  18. This is a problem that has been bugging me also. Since you brought the topic up again, I thought I'd try again at an alternative setup for the easy finger control. Here's a clip of it.
  19. It looks like bone rotation and placement of the geometry bones. Open the modeling window and an action window with constraints on side by side and adjust the geometry bones of the spine and you'll see the changes made in the action window.
  20. To edit the hand clench poses, turn show finger in the user properties of your model and right click on the hand clench poses and choose edit relationship. Now you should be in an action window. Make sure you open your pose slider window. Find the hand pose you are editing, it should be at 100% and highlighted in red. Adjust the finger bones (these bones drive the relations that are made in the basic setup relation to the geometry bones) use the roll handle or rotate them as needed to get the fingers to bend (just as you would if you were creating an action). There is nothing for you to edit in the relationship folder, it's just an action of the finger bones. I'll take a look at your model if you want and I'll fix it.
  21. Hi David. I finally had a chance to play with v6, much better. It's alot of fun. looking forward to your next update.
  22. You can use a fan bone or cp weighting or a combination of both.
  23. No, index 1 orients like (so you can position the finger) and index 2 & 3 roll like (to bend the rest of the finger).
  24. It also could be the positioning of the hidden finger bones in bones mode.
  25. This is what I thought he meant, but I could be wrong. This is the hand clench of KeeKat model, this happen to all models with the 2001 rig. If you create an action or pose for a TSM rig, this will also happen. The only way to fix this is by editing the pose, you need to add keyframes between 0% and 100%.
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