mtpeak2
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Will use the index finger as an example. Index 1 orients like index finger (control bone), so no matter how you position index 1, if you position the index finger the same way in bones mode, the pose will work properly. Same goes for the roll handles, they need to be pointing up in relation to the hand. The pose uses transform data not bone position. If you look at the transform data in the bones folder of your model for each bone, you will see that all the transform information is set to 0. I think you got me confused as well. If you look at the picture you will see the fingers are bent to the side. That has nothing to do with the way the bones are setup in bones mode, it's in the contraints. I'll post an example.
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Hey Mike. Bone position is critical, but in bones mode. You have to position the bones correctly or the fingers will not work properly (scaling doesn't always get the bones in the right position). The hand clench poses use an orient like and a roll like constrain, there are no channels for bone position. The problem is in the way the constraints work, you have 1 bone controling 3 bones. Two bone roll like and one orients like the finger bone, so when you roll (z axis) the finger bone it change the way it orients (x axis) causing an arcing motion of the finger bone. I don't have a solution to the problem, any ideas?
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Yes, there is a problem the way the fingers are setup. Here's a quick fix, it's not a perfect solution, but it will help. Go to the user properties of your model and turn on show fingers. Right click on the hand clench poses and choose edit relationship. At 50% of the pose straighten the finger bones to the correct position. You can do this at 25% and 75% if just the 50% isn't enough. Mike I read the post before you killed it. I believe this is the problem he was refering to.
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Hi David. I like what I see so far, but there are a few things I'd like to suggest. Is it possible to get the IK arm setups to scale and translate to the right positions after you squetch thom? Also, an overall bone the can move the whole upper body, like the hip null in the 2001 rig. There is no way to make him bend over without moving all the squetch bones. There's also no way to rotate the upper body (shoulder area) to the side. I'm sure you had plans for these things already.
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Check your e-mail.
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I forgot to ask, can you post a pic of the model?
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How soon do you need it and do you have a rig preference?
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Hi David. I was going to suggest some arm and leg control bones for movement so you could maintain proportions, but I see you added it in version 2. Nice. While scaling the nulls, I noticed the knees and elbows do not scale, is that by design? He's really fun to animate with. Thanks for sharing. Looking forward to the next update.
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Great look and model Xtaz. Where's his tatoo?
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Looks great Dale. Did you use the dynamics for the ears and tail or did you animate them by hand.
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Jamagica, have you tried my rig yet? It's available in the rigging forum. Let me know what you think. I think Tenez did a good job of installing it, since he never used it before. It's not as easy as the 2001 rig, but it's better (I think). What about everyone else that downloaded it and Jamagica I'd like to here your thoughts on it, good or bad.
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The Final version of Animation guy is here!
mtpeak2 replied to jamagica's topic in Work In Progress / Sweatbox
Problem, your uber poses and and face poses will not transfer to a new model, they are muscle poses, you could change them by scaling the bone instead. A few suggestions, remove the translate contrains on the pelvis and stomach and place them as children of the hip null. Also, move the tips of the thighs to the center of the knee spheres like you have the elbows. -
Check your mail. Now try that movie again.
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Check your e-mail, I sent you my address.
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The problems I see are bad bone placement and cp assignments, also the hiden bone. I could take a look for you if you want. I'll send you my e-mail and you could send me the model and I'll fix it.
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Here's a fixed project. It was easier for me to fix it, than explain to you how to fix it. The hand poses were corrupted. If you want an explanation I'll give you one. You'll need to redo the finger point pose.
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Looks great Kevin, I love it. As Ken said the stubble on the hands looks a bit strange.
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No, my clouds render white. Are you using the cloud image from the CD? What version of A:M are you using?
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Here's the project.
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Additive color means when the images overlap each other the color will grow in intensity. I'll put the project up shortly. And I used the smoke image from the CD.
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Jandals, the person you are referring to is Skevos. If you read my first post you will see that I did just that, constrained the emitter to a path, but the path is part of the model and the constrain to path is done in a percentage pose. In the choreography I then constrained the whole model to a path as well. Someone in the other thread wanted to know if you could change the shape of the cloud, which I did by creating another percentage pose that changes the shape of the path that the emitter is constrained to.
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Here's another one using 3 of the same model and setting them to a path in the choreography. Sorry Ken forgot to add some props.
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The cloud isn't moving, it's just changing shape. Since I made the path part of the model and created a pose for the emitter to follow the path you can now set the model to a different path to move across the sky in the choreography.
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I redid the project. Here's a better render. Still needs to be slowed down.
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Here's an experiment using sprites for the clouds on a path , but also manipulating the path to change the shape of the clouds. It rough and I lost the project, but I can duplicate it quick if anyone is interested. I set the emitter to 100% transparency, but as you can see there is a ufo (the emitter) flying around stirring up the clouds.