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Hash, Inc. - Animation:Master

ZachBG

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Posts posted by ZachBG

  1. I wonder whether the neck control is all that necessary. I've gotten used to the Raf system, in which the translation of the head control sets the rotation of the neck. Is there a reason that's not being used? It would mean one less control to worry about.

     

    It wouldn't take much to add a pose for that...do you mean the rotation of the head controlling the neck rotation on the 'Z' axis and the translation of the head control tilting the neck with it?

     

    Yes, I think so. Honestly, I hadn't thought about the neck's Z-axis rotation, just the tilting. I personally can't think of a situation where one would want separate control over the neck's Z-axis, but maybe others would. (It certainly isn't possible anatomically to twist one's neck without turning one's head!) :lol:

     

    Some characters could get away with just CP weighting, but, my thinking was putting in COGS as needed for additional spine segments. COGS seem like they could be easily imported pre-configured modules that could be plugged in where needed...at least that's what I was thinking.

    I'm afraid I have no idea what this means. :) Aren't cogs essentially fan bones? Or is there a control element to them as well? I've never read Mike's tutorials, forgive me.

     

    Robert, are you asking for spine segment isolation à la the TSM rigs? I think you can already achieve that in the current rig--the only question is how it would translate (no pun intended) to a character with a more complex spine. Perhaps once the rig has been plugged into a more complex character, we'll have a better idea.

     

    I will say that the one major difference is that when you translate the upper chest and lower hips bones, you get an automatic stretch, as opposed to spine movement/rotation. This took some getting used to and could be limiting for non-stretchy characters.

  2. Sorry to ask this again, people, but would somebody please make a small sample project file with a camera rotoscope (nothing fancy) that I can look at to figure out how to do this. I've been banging my head against the wall for over an hour with no luck and am feeling stupid because I know it can't be that hard. Thank you!

    I can't get it to work either. Perhaps it's a feature request? I'll post it to AM Reports.

  3. After engaging the "Tumbling" pose, and then removing it completely (deleting the channel), suddenly the FK/IK switch in the legs doesn't work. No matter what the pose slider says, the legs remain at IK until the channel runs out.

     

    I'll take a look at that tonight, Zach. The tumbling pose is supposed to turn off the IK legs and IK arms and turn on the "orient_chest_like_hips" and "head_and_neck_orient_like_chest" poses...at least it's supposed to. It looks like I might have messed up the values in there. Thinking about it now, I shouldn't have had it disable the IK arms, I'll change that too.

    After looking at it again, it appears the IK/FK legs don't work properly regardless of the tumbling pose; as long as there's a value in the IK/FK legs pose slider's channel, the legs are stuck in IK. Which is a bit of a bummer.

     

    Also, is there any reason the FK legs aren't rigged the same way as the FK arms (with a limited kinematic chain)?

     

    I wonder whether the neck control is all that necessary. I've gotten used to the Raf system, in which the translation of the head control sets the rotation of the neck. Is there a reason that's not being used? It would mean one less control to worry about.

     

    Also, I'm finding it very difficult to find control bones in the PWS with the naming convention you use. One of the reasons I like to put "left" and "right" in the front of bone names is that they all congregate together in the PWS. Makes all the bones in the left arm, for instance, much easier to find. Currently, I have to look for, say, "bicep" then figure out if I want left or right; then I move all the way down past "calf" left and right, "chest_FK," "foot" left/right/IK/FK (yes I'm actually using all of them!), to find "forearm," by which time my puny brain has once again forgotten the side on which I'm working. If "Left" and "Right" were at the front of each of these, at the very least I wouldn't have "chest" and the opposite sides in the middle of the list.

     

    Enough for now? ;)

     

    And a little tumble. It goes from FK arms and IK legs, to FK arms and legs, to IK arms and FK legs, to full FK again. It should go back to IK legs upon landing, but that's currently broken (see above), and that's why the end isn't as good as the beginning (not that the beginning is all that great shakes).

     

    I found it pretty easy to do. Once the FK/IK leg switching is fixed, and the new auto-keyframing from v13 is available, this will be a thing of beauty.

    tumble_mp4.mov

  4. Problem, using yesterday's beta (I started working on it before today's was posted).

     

    After engaging the "Tumbling" pose, and then removing it completely (deleting the channel), suddenly the FK/IK switch in the legs doesn't work. No matter what the pose slider says, the legs remain at IK until the channel runs out.

     

    A movie is worth a thousand words.

     

    http://www.hash.com/users/zachbg/temp/AnimationMaster001.mov

     

    In addition, can I request that either (a) the IK/FK blending remain until Bob's switching changes are released, or ( b ) someone do a step-by-step on how to achieve the forthcoming switch under the current version?

     

    Chor attached (you'll need to have downloaded yesterday's version from David, not Noel's version).

    10_25_2005_11.13am.cho.zip

  5. Hello all. This may be the first time I've posted a still image in "Showcase." Takes a lot less time to render than an animation...

     

    I was in a community theater of production of "Dracula" (closes tonight, in fact) and as a gift for the cast and crew, I was going to make a parody animation. Well, I only got the idea a week before closing and that's a quick turnaround time even for me, so I elected to make them a movie poster instead, with the promise of a movie to come.

     

    Anyway, the poster turned out pretty well, I think, so here it is.

    post-265-1129994151_thumb.jpg

  6. This is a little known AM feature: The compensated force keyframe.

    You can turn on compensate mode before doing a force keyframe. Make sure your Key Mode settings are set to include the bones, properties, or poses which you want reset. Then press Force Key. This "Compensated" keyframe puts the values of the properties back to the values they would have had, if the current action wasn't there. Usually, this is the default model state (unless you are working with multiple actions). All the filtered animated properties should be forced to their previous values.

     

    :o

  7. Hello, ladies and gents:

     

    Just a quick heads-up to point out that my famous one-minute epic, <ESC>, will be shown tonight on the G4 cable channel, as part of the animation program "Happy Tree Friends and Friends."

     

    Previous episodes have included Petey and Jaydee shorts, so I'm pretty amazed to be in such company.

     

    It shows at 12 AM Eastern, 9 PM Pacific, with a bunch of repeats later.

     

    Also, this showing will include the World Premiere™ of my logo for my new website. Five seconds of glorious narcissism!

     

    If you can, please catch it; if not, well, don't feel bad, because I'll probably be too tired to see it myself anyway.

  8. As far as the controls for the Rig..... I really don't have the setup in place for IK/FK blending....

    It can easily be setup to turn IK on or FK on at the begining of the animaiton, but I've never had a scenario in my own animtion where I found that I needed to switch in the middle of keyframing.

     

    I can think of at least one moment in the script where it would be helpful: opening Yoop Castle, which goes from Scarecrow waving his arms about to balance on Woot's shoulder, to holding the doorknob. (Well, he actually holds Tinman's axe, which hooks onto the doorknob, but the principle is the same.) One would probably want to use FK for the waving arms, and definitely IK for the holding.

     

    In any case, the blending was only one example. There are plenty of other cases where the Hash rig doesn't make the grade as far as animation controls are concerned (although it's certainly very easy to set up, which is its major strength in my opinion).

  9. I will save that part for last while I wait to hear from someone on that(Animation Directors?).....

     

    Hey Mike:

     

    I would suggest boning them so they can be animated manually. Maybe add a relationship such that they automatically get out of the legs' way.

     

    I have to say that using the 2001 rig gives me... pause. Will you be able to add more advanced features, such as IK/FK blending, if needed?

     

    Speaking from an animation perspective, that's what I look for, far more than joint deformation (although that is important, too, of course).

  10. My problem is rather that I don't know if AM meets my demands. If I knew it did (which I can't say because there is no trial) I'd be happy to pay for such a fine plugin, if it gives a straight art pipeline into Torque.

     

    This is OT to this thread, but you can buy AM, and if within 30 days you're dissatisfied, you can return it for a full refund. Just a thought...

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