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Hash, Inc. - Animation:Master

rusty

*A:M User*
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Posts posted by rusty

  1. Rusty, you can go through the steps to install the rig in an action and have it ready. Just don't export the model yet, the action will work with any of the new updates. The installation process hasn't changed. Most of the changes have been in the text file instructions.

     

    Cool beans Mark! Thanks for the info.

     

    Rusty

  2. Perhaps I should ask, if your project is complex and long enough to need 8 PCs (or CPUs) for rendering in order for it to be completed within a resonable time, what options are available in AM V15 for doing this?

    For you, Rusty, and anybody like you, NetRender can be made available. Contact steve@hash.com for pricing.

     

    Martin,

     

    Its been a while since we spoke -- I hope this finds you both well and happy. Your offer and continued support is greatly appreciated. I'll contact Steve.

     

    Thanks!

    Rusty

  3. That kind of decides a lot of things for me. Perhaps that's the way it should be. Kind of sad though. NR V14 just became a classic... perhaps a collectors item.

     

    r

     

    Edit: Perhaps I should ask, if your project is complex and long enough to need 8 PCs (or CPUs) for rendering in order for it to be completed within a resonable time, what options are available in AM V15 for doing this?

  4. Hi,

     

    It's hard to know if I've read all the posts containing information on V15 and the new way things work so I'm just going to ask on this issue it make sure I understand.

     

    It seems that V15 comes with some kind of network rendering feature and, that there is no more NetRender updates. How many slaves can be used with the new V15 network rendering?

     

    Currently with NetRender V14 I can have at least 8 slaves (perhaps 9 slaves... I understand that there's a Window's limit that I haven't hit yet). Knowing if V15 reduces the number of rendering slaves is important.

     

    Can someone help me with understanding what's what?

     

    Thanks,

    Rusty

  5. They are the most current, but some things have changed. Most of the changes are in step 6 and use David's installation text file, in the zip file, for the final step. David will be making a video tutorial for the posable installation rig. How soon that will be is unknown.

     

    [EDIT] The text file is for after export.

     

    Thanks Mark!

     

    I'm just at the end of step 5. Will I be able to continue and get everything right using what documentation is available (steps 6, 7, 'final' and the douments in the zip file) or, should I wait?

     

    I see in the model's poses in step 7, poses for scaling and positioning 'switches'. I kind of understand what these are from reading the forum posts. However, I also thought I saw a post saying that the 'switches' were being dropped (removed from the rig). Are these staying or or going?

     

    Thanks,

    Rusty

     

    The presently available documentation along with the information posted in this section of the forum would be enough information. If you run into a problem, post, PM or e-mail. I'm slowly getting to the updated tutorial...sorry for the delay.

     

    The switches are in there, but, you have to go through a couple of extra steps because they are optional now, Rusty. Those steps should be listed in the included installation instructions.

     

    David, Mark:

     

    I guess I'm going to wait for the updated tutorial -- for one thing I want to go back and improve the mesh (which means some re-texturing) and this will take some time. There are other things I want to consider (one is do I really want to stay with V14 for this project). Also, since I started my current rig effort, two more versions of the rig have been released which may always be the case but I'd like the latest version possible. Also, this will give you any other person to help test the install tut.

     

    Can you guys lend me some of your energy!! :-)

     

    Cheers,

    Rusty

  6. They are the most current, but some things have changed. Most of the changes are in step 6 and use David's installation text file, in the zip file, for the final step. David will be making a video tutorial for the posable installation rig. How soon that will be is unknown.

     

    [EDIT] The text file is for after export.

     

    Thanks Mark!

     

    I'm just at the end of step 5. Will I be able to continue and get everything right using what documentation is available (steps 6, 7, 'final' and the douments in the zip file) or, should I wait?

     

    I see in the model's poses in step 7, poses for scaling and positioning 'switches'. I kind of understand what these are from reading the forum posts. However, I also thought I saw a post saying that the 'switches' were being dropped (removed from the rig). Are these staying or or going?

     

    Thanks,

    Rusty

  7. Hi,

     

    Thanks for the tips! The first thing I did was look at real thumbs. Anyway, I'll need to play with it because seemingly depending on the position the thumb is modeled in (even though it is modeled true to life for that position) I seem to get different results when I attempt to move it -- and I sat here for 5 minutes trying to explain what I'm seeing and I can't -- I would need to post pictures. Just thought there was an easy answer I was over looking. And if I get desperate I'll post pictures.

     

    Cheers,

    Rusty

  8. Hi,

     

    No matter what the rig – this time it’s the Squetch rig -- I’ve always had a problem with how I model the thumb. TS2 allowed you to rotate the thumb determining the way it would close in on the hand/fist so you could pretty much make it work correctly. Squetch doesn’t so… any suggestions? Should it be modeled even with the hand, angled down slightly or angled down a lot… and at what angle should you rotate the thumb. Looking at examples… existing models… some from TWO… their all different. The way the rig works must have something to do with how you model the thumb.

     

    So… any suggestions?

     

    Cheers,

    Rusty

  9. A quick update that includes a scaling fix on a couple of bones and two additions/corrections to the installation instructions. The biggest correction is that the instructions needed to have the positioning of the FACE controls done before the InstallRig plugin is run (otherwise the eye targeting gets messed up). I just re-packaged everything for neatness and added the BVH instructions for Zign Track exports and files because they can also be used with the latest version if you would rather use that instead of an exported Action.

     

    Thanks to Mark Skodacek and Ken Heslip for the corrections.

     

    If anyone finds any other problems, let us know and we'll fix them as fast as we can.

     

    Edit:

    If anyone read this email... forget all I said LOL... I was totally wrong... in fact just the opposite of what I said was true. Sometimes I shouldn't try to multi-task LOL.

     

    Rusty

  10. I don't know for sure, it's a possibility...it's being worked on, but I know very little about how far along it is, Rusty.

     

    Gee... can't you ask? Or... is it one of 'those' situations (without listing all of the things it 'could' be... here)?

     

    In taking stock I see I have a few days before I actually start (want to review the new stuff, documentation, posts, 'compensates' list) so maybe the update will be out by then.

     

    Thanks for all you do!

    Rusty

  11. Hello all,

     

    I'm trying to get back into things. Will a new version of the Squetch Rig be released soon? If so, what will be in the new version?

     

    Thanks for your help as well as all the hard work you guys have put in!

     

    Rusty

     

    Edit: Wow!!!! Posable Face, and so much else... David, Mark, et al... You guys are like a dream come true! Still have those manual 'reset compensates' I see but the rest more then makes up for this LOL. Hey should I take another 5 months off and maybe the 'compensates' will be gone? (smiles) Seriously, all the new stuff looks GREAT!

  12. Hello Everyone,

     

    I know I haven't been around in a long time... pretty much since last Oct. Imagine a large pile of cables, PCs, cables, disk drives, cables, routers, etc. From one side of the pile my head and one hand emerges and finds a working monitor and keyboard to post this message. This is basically my situation. I've actually grown a beard going through this ordeal. My wife thinks its sexy so I may keep it. I'll post.

     

    But I digress... my question is an important one (for myself anyway);

     

    ** I thought that locks was part of the AM hair package... not 'the old way'. Can someone who knows set me straight? **

     

    Also I really needed locks to work in V14 for my current (though 'on hold') project. I'm rather bummed to hear that it doesn't work. Perhaps I can revert to V13 and carry it forward.

     

    Cheers,

    Rusty

  13. Nice. You should have water and food dispensers, litter at the bottom of the cage (droppings optional) and... a way to get in and out of the cage and also the cage could have a carring handle on top.

     

    Will there be a 'great escape' (or prison break)?

     

    Cheers,

    Rusty

     

    PS: hope you and family had great TG day and also Merry Christmas John!

  14. i have made several poses so far on my models, yet if i use more than one that uses the same bone(s), it seems to add them together (ex: a mouth opening with a smile) and makes it look terrible, and the face points and the bones are all over the place. is there a way to use more than one pose in a certain area without this happening?

     

    Show an example.

  15. David, Mark, et al

     

    I hope everyone had a nice TG (even if you aren't American and it was just 'a nice day'!).

     

    It seems that life has taken on a 'life' of its own and is dragging me along with it. The cruise was great, got back for a TG family dinner then up to Big Bear for a week. Now I'm home but there's the Dept 56 village and outside decors to setup. And... shopping. And cards. And tree. Ba-humbug! Not sure when I'll be allowed to come back to 3D endeavors. Oh wa WA wa... poor me. What would I do if I had to have a job and work like almost everyone else. ;-\

     

    I was able to get some work done while on the cruise and up at Big Bear ; one thing was the development a small and somewhat tricky add-on rig (sleeve helper rig) to resolve some problems I had with the sleeve and arm muscle expansions. In theory what's there works but in practice (for me anyway) the sleeve must rotate to expand with a rotating flexed arm and, at least for my model, this doesn't look good (or, I'm possibly missing something in how it all is suppose to work). John3d helped me get past some problems I encountered with expressions for the 'sleeve helper rig'. The small rig is inserted in the upper arm and allows the sleeve to stay in place while a flexed arm rotates by rotating the sleeve expansion force but not the sleeve itself (if that makes sense).

     

    Less 'compensates' is awesome!

     

    Cheers,

    Rusty

  16. WHy are there only fan bones for the wrists, elbows and knees, etc? Why not for the fingers and such.

    My guess is that David is just using weighting on the finger joints. Weighting allows you to achieve much the same effect without the need for intermediate bones. You must try it, Zaryin! It is easy to apply and makes a huge difference to the quality of an animated model.

     

    Guess again Paul! Or ask Dhar. David weights every CP! Every CP! That's my understanding. I sure as heck don't... different strokes I guess.

     

    Rusty

  17. Ok. I have the rig installed in J.D., but now i need to know what to assign to what.

     

    Hi Jeff!

     

    I only have time to take a shot at your first question.

     

    As you attempt to follow the general steps below, use the appropriate version of the 'Sam' model as a guide.

     

    Start in a general way; start with assigning the CPs to the bone that is closest to them. However, when it comes to any part that has a right and left side (arms, hands... but not chest) only assign the models right side. Doing 'Auto Assign Bones' to start is not a bad way to go -- it does a little too much for my taste though. Doing this will assign both right and left side bones but this is okay... just work with the right side only, ignore the left. Later you'll use the mirror bones plug-in to mirror the right side to the left. Regarding the 2 bones that are the chest and stomic bones (they point forward), ignore these for now. These are done in the CP Weighting phasre.

     

    Then you get more specific; the shoulder bone (again right side only) will only affect portions of the chest and shoulder areas -- pretty much you decide on what works best for your model. The fan bones normally only control the middle spline causing it to turn 50% to blend the CPs as the joint bends.

     

    At this stage your model should move correctly in a broad sense on the right side -- for the details around the joints and muscles CP weighting and then Smart Skin are needed.

     

    I hope that helps a little Jeff.

     

    Rusty

  18. It tried that....at least I think I did. I selected the four points that make up that patch, and right clicked to Flip Normals.

     

    I have a lot of patches on this model....is too much the cause?

     

    Why 30 patchs (or is there more)? Why not one for front, one for back and so on for sides? If you need it to bend (a soft cover book) then use 4 patches for front/back.

     

    When you apply the image, do you apply it to more then a single layer of patches? Do you apply it to the front and back at the same time? Its hard to know what it going on. Those squares of missing image are... wrong.

     

    r

  19. I apply smartskin as I had been since v8. Rotate bone to the maximum degree. Make sure muscle keyframe is on (it's always on for me), move around cps. Go to half of that angle, deform cps and so on.

     

    Backup... you open AM and have a model in the modeling window in muscle mode (there is nothing else). Now tell me what you do.

     

    Rusty

     

    What I meant is I access the smartskin feature either by right clicking in the modelling window in bones mode or in an action and select new smartskin (if there wasn't any) or the name of the smartskin container.

    In action window I right click it While in action window I always make sure that the relationship icon (chain link icon) is turned on while I am smart skinning and turned of while I am not, for example when testing the rotation. I always make sure key muscle is turned on too.

     

    By the way I don't think there is any other way in accessing the smartskin accidentally or something like that which is why I didn't mentioned it. There's also the choreography way of accessing it but I don't use that often.

     

    One thing I need to mention is this 'problem' or whatever it is occurs most of the time. Sometimes it occurs in varying degrees depends on how many times I smartskin it and delete the smartskin after that. Like I sometimes need to smartskin the same bone over 3 times until it subsides. Sometimes it goes away sometimes it doesn't. Sometimes it took me weeks to smartskin a single bone until it goes away. Sometimes it only works (to a certain extent) by copy pasting the SS keyframes incrementally from another copy of the model into a completely empty SS container in another model.

     

    I am too sleepy to answer this properly but this is what I suspected. I did not discover doing SS from an action until just recently (much better this way).

     

    So... I never saw jumping CPs and I never created SS from an action -- I always right clicked on the bone in the modeling window and selected New SS from here.

     

    Does this matter? Do jumping CPs come from creating SS from an action i older versions? I don't know. Just a thought.

     

    Cheers,

    r

  20. Does anyone know of a good set and background tutorial?

    Some help would be great.

    Keith

     

    I don't think that there is one... wait, one of the first tuts in the TAOA books (and videos) shows you how to drag a stage into the cho and characters and they do the CanCan. A memory from 2001 when I first started. I mean basically you just drag models (or images) into the chor and arrange them. I'm not sure what else there is to it outside of how to properly stage, block and balance. There's a good book on that... lets see.. Digital Cinematography & Directing (Paperback) by Dan Ablan:

     

    http://www.amazon.com/Digital-Cinematograp...607&sr=1-11

     

    There are many books... I found this one to be good.

     

    I hope this helps,

    Rusty

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