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Hash, Inc. - Animation:Master

strohbehn

*A:M User*
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Posts posted by strohbehn

  1. NEW UPDATE with "FACE off" pose set to "not set"

    That's it. Now it works like a charm. The new FACE interface additions are great, Mark.

     

     

    It's nice to see something like this happen. David Simmons, you, Hash (and others) have put an unbelievable amount of work into this rig and it will be nice to see it finally getting installed in a lot more characters now.

    Absolutely. This is an incredibly functional and fun rig to use (and now fun to install too).

  2. Thanks Mark. Have you seen the update to the face controls, I came up with a way to customize the face interface (after installing), David liked it and added it to the rig.

     

    One other thing, The face interface needs to be setup after you run the install plug-in. I could add sliders to to position it when installing the rig, but I like having it out of the way when assigning cps. Maybe I could add it to the customizing the interface.

    Hey Mark, I really like the new "Customize Interface" controls you added. That will make life easier. Thanks for bringing it to my attention because I wouldn't have seen it otherwise for awhile.

     

    I'm wondering what's going on with the FACE mesh now. In the model file the arrangement of the interface is somewhat scrambled. It appears to be not positioned properly at any of the Off, Joint or Split positions, either. The nulls are positioned correctly and appear to work fine, but the mesh is doing its own crazy thing. Have you noticed this?

     

    Edit:

    Here's what I found. It appears that the FACE mesh gets scrambled as soon as the install model is exported from the action. It's like the FACE Off position of the mesh is now saved as the default FACE mesh postion. Very odd!

  3. It was a heirarchy issue. I update the above post with the fix.

     

    Thanks a ton for the quick fix and all of the hard work that went into this project. The pose install method is another one of those A:M treasures that make animation possible for even the weekend hack. It's brilliant. :D

     

    Mark

  4. Hi Mark,

     

    I only had a few minutes to test the new version, but here's what I found (using v13s). I imported "v13s_Five_Finger_Squetch_Rig_Posable_Installation_03_05_2007" into my mesh model and made it to step 4 where I found these items:

     

    (all in Step 4):

     

    scale_red_hand_install_bones_XYZ_axis (top_view)

    - needs to scale bigger than the current 100%

     

    rotate_red_hand_install_bones_Y_axis

    rotate_red_hand_install_bones_X_axis

    - neither of these cause rotation

     

    white_middle_fingers

    translate_middle_finger_install_bones (center_of_first_knuckle)

    - X,Y,Z all do nothing

     

    white_ring_fingers

    translate_ring_finger_install_bones (center_of_first_knuckle)

    - X,Y,Z all do nothing

     

    white_pinky_fingers

    translate_pinky_finger_install_bones (center_of_first_knuckle)

    - X,Y,Z all do nothing

     

    I checked each ones' relationship folder and they appeared to have the proper guts, so I don't know what the problem is.

     

    Unfortunately I don't have any more time tonight for more testing, but I'll try again tomorrow night. Gotta get to sleep. Only got through step 4, so don't know if there may be other items to look at. I will also try a fresh download and see if that helps. Hopefully it's just something simple....

  5. I would have to say v14 alpha 6, until v13s comes out (monday) with the Z rotation fix on export. V13 is fine to use, but don't export until you can open the project or action in v13s.
    Mark, could you briefly explain the current Z rotation export problem. Is it that all of the Z rotations are lost on export?

     

    Also, do you recommend David Simmons' bone face tutorial example model to use as a guide for face bone placement, or Tinman, or some other model?

  6. Had to quit early last night before finishing the install... dangit. I was having so much fun I didn't want to quit.

     

    Another question: Is there any problem going back a few steps in the process to readjust placement of bones if necessary (as long as it's done prior to running the install rig)? The reason I ask is that I'm not sure exactly where all of the face install bones should be placed (jowls), and sometimes it becomes clearer as you get further on in the process.

     

    Thanks,

     

    Mark

  7. I'm glad you like it Mark. The translate_orange_carpal_install_bones (center_thumb_base_pivot) translate poses, sets the position of the thumb install bone.
    Perfect! This thing is so brilliant, I can't get over it. :D
  8. This is ABSOLUTELY AWESOME!!!!! I'm working my way through this and it's actually a blast to do. Right now I'm on step 4 (Thumbs) and it's only been about 10 minutes..... without a hitch.

     

    There's one question so far. Is there supposed to be a Thumb Translate (something like "translate_thumb_install_bones"? I only see a rotate thumb option.

     

    Can't wait to check this out further. Thanks X 1 million for all of the hard work and hours that went into this!

     

    Mark

  9. Hi Martin,

     

    I did the original modeling for Chopfyt, which was then used for Nick Chopper as well. As far as I know, Jim Talbot made some morph modifications to the face to make the jaw more prominent. After that, someone added a different shirt, hat and hair. Someone also modified the abdominal region of Chopfyt a bit from my original model, but I'm not sure who.

     

    Thanks,

     

    Mark Strohbehn

  10. Wow, Carl, thanks so much for making this available for us!! Your offset example is excellent, too. I'm not sure that using the offset would have immediately come to mind.

     

    This is another awesome tool for the toolbox. Great work!

     

    Mark

  11. Hey David, your animation skills are coming along great! I've been checking your stuff whenever you post. The 12 fps things you've been experimenting with remind me of the Ardmann (sp?) stop-mo style a bit.

     

    From one of your previous posts I got the impression that you subscribe to Keith Lango's VTS service.... am I correct? I've been scooping up as much character animation training material as possible and it's fun to see how the pros work.... very helpful in figuring out the workflow of animation. Just wondered if you'd been following him too?

     

    Mark

  12. "What the hell are you doing?!"

     

    The added controls are located in the "Animation_Controls/FACE Interface" menu at the bottom, one pose for unhiding the new null and a percentage slider for translating the eye nulls to the new null.

     

     

    Very nicely done, my friend! Simple and functional. Thanks, David!

  13. I just did some experimenting, Ken, and what you're asking for is actually pretty easily achieved. All that's necessary is to add another null that resides outside of the body's skeletal heirarchy (so it moves independent of the body) and an on/off pose with an "aim at" constraint on the EyeAimer bone so that it tracks the new null. So, in the "off" position the eye setup works exactly as it does now, and in the "on" position the EyeAimer bone tracks to the new null (which is moved independently from the body).

     

    I'm not sure if this is any easier to use or not? Does this sound like what you're after?

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