KenH
Film-
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Everything posted by KenH
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OK. So does that mean if I move say, the poses inside the folder called upper_lip_ud_upper_limits, then some bones on the face should move inside an action? They don't. Have I done something wrong in the installation?
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Hi David, I'm trying to get my head around the face setup. I've assigned all the cps to bones and roughly weighted them. I can see my characters' face move in the setup action you include in the rig folder. Now, I'm following the pdf to get the face nulls to drive the bones of the face. I've hit a wall at the first paragraph. I managed to find the poses mentioned here.....they're in a slightly different path location. What I don't get is what to do with the poses. Do I edit them? If I do, what bones am I supposed to move in each one? Thanks.
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That's fine David. I'm just comparing moving the sync null around for the latest Sam to TW. It seems to be abit more responsive for TW. The lag is there even in low realtime rez. I wonder what's changed in the mouth controls to cause that? The rest of the null controls seem ok. It's definitely rig related as Sam has less than half the number of patches of TW.
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David: In the Face interface, is there any difference in closing the eyes using the blink null and doing it with the lids null? Why are there two ways? Also, is there a video for installing the latest face rig with bones somewhere?
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I think you have to put in the number of repeats.....in the action shortcut properties.
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Want to post links to animations for critique....HOW?
KenH replied to Pesto's topic in Work In Progress / Sweatbox
I guess there's also A:M Films. Though I don't know who you'd send the animation to. -
Just looked in. Good start! You've obviously got the hang of mechanical spline modeling.
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Yeah, these guys are really turning in to a worth while project. Maybe you answered somewhere before, but are they for a short? Is there a script yet?
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I think that should do it. Thanks!
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Got a screenshot? Is it the outline of the shape? If so, then it's ok. But make sure you don't connect internal cps and make internal patches.
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David.....just looking at the face poses. Is it possible to make the lower lips move forward with the jaw when it moves forward? I'm thinking of sounds like RRRRR where the jaw goes forward.
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If I did, then I've done the whole installation wrong! I moved the one that's red on the top left side of the timeline window.
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David, I'm getting that problem with the extra cp at 0% in the w component of constaints again. But I don't think it's much of a problem. Maybe you'll look at the project attached...... Open the project and click on the open relationship window Look at the 0% point of the w component.....no extra cp. Now set the pose to 100% and look at the w component again......there should be an extra cp. It seems like the extra cp is a representation of the pose % being changed inside the relationship window. Edit: BTW copying and pasting the components from 100% to 0% in the timeline works. No need to go into the cp settings dialog. Extra_CP.zip
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If they need renaming then don't worry about it. I thought some in the list weren't in alphabetical order. So, I thought you could drag constraints to anywhere in the tree. I'll have to check. But an automated plugin is the best route. That'd be great.
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So shouldn't it say 0.1% instead of 0% there? It could be confusing to people who don't know. Just so I'm clear.....when I'm doing the w component later, all three cps in the timeline (0%, 0.1% and 100%) should be in a straight line when I'm finished right? Correct. Well, that's what I meant. I'm hunting through a sea of constraints in the PWS for the correct ones. Very slow.
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I thought you might have already exported to the Elder Scrolls Construction Set. Most likely they use poly models. AM uses patches. They're not the same thing. You might want to check it first before building a computer around AM.
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OK David. I think this bit is causing the problem: It says to set the enforcement to 0%, but the slider only goes to 0.1%. What should be done here? It's probably this part that's making the extra cp. Also, on a separate curious question. Why is there a head_geom_back and a front_geom_backbone? What can they do that one bone for the head can't?
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I'll keep an eye out for that Mark. David/Mark, I'm finding that alot of the time spent in resetting the compensates is trying to pick out the right bones in the PWS. I wonder if they could be made to stand out in some way? Perhaps making the text in capitals? Or have all the poses at the top of the tree?
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Hmmm.....I'll be doing this for a new character very soon. I'll save a copy of the model for you if I it happens again. Cheers.
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Pretty much all of these.....and some others I can't remember. It's always the w component. So, would deleting the "extra" keyframe make a difference? I did on some. Which one are we supposed to paste the absolute number into? Both?
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Have you tested an AM model in the Elder Scrolls Construction Set? Is it compatible? I don't know if you'd get a great computer for under a grand, but it would certainly be better than what you have. CPU and RAM are probably most important.
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OK. So, If I just select the x,y,z,w components in the pws. That would mean I'd leave out the enforcement. Am I right in thinking, then I can copy all the keyframes at 100% in one go and paste at 0% right? BTW, as an aside, I have noticed that there appears to be two cp keyframes at the 0% point (in timeline) in most of the w components.
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Hey David.....In the text instructions there's something like this: Would it be possible to copy the 100% keyframe in the timeline and paste it at 0%? It would be much faster than getting the absolute value in the cp settings. Thanks.
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OK, I'll update them then. I'm doing it in the order of the text instructions. I've moved all the geometry and Face camera down to the perfect position round the face. None of the interface will need changing but I'll probably have to move the camera down to get them inside it's view. At least I think I will as I haven't got that far yet.