strohbehn
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Posts posted by strohbehn
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This is really an attractive model... fun to look at and imagine what this character is going to act like. It's also one of those models that makes me slap my head and say, "why didn't I think of that". Very cool and well done!
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Awesome job on the modeling and texuring, guys! The detail is incredible.
Mark
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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).
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Wow, you're fast! Thanks for hunting that one down.
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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!
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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.
Mark
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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....
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No plugins are required to run the FACE rig. Could you post a screenshot of what you are seeing (including your pose slider window showing how you have the FACE control sliders set).
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Mark, could you briefly explain the current Z rotation export problem. Is it that all of the Z rotations are lost on export?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.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?
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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
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Perfect! This thing is so brilliant, I can't get over it.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. -
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
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That's cool! I'm very interested to see how you did this. Thanks for posting your tests!
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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
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There are a couple of ways to do your tumble, David. One way would be to......
Thanks for that great explanation, David. Finally it's clear to me how to get this done.
Mark
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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
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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
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This sounds incredibly useful, guys. Thanks for all the hard work on it. I'm excited to try it out!
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"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!
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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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No slider needed, Ken. Just constrain the EyeAimerBone (using an "aim at" constraint) to whatever object you want your character to be looking toward .
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Your texturing is so good, Will, that it's easy to imagine exactly how the hide would feel if I ran my hand over it. Great painting. Great job!
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Thanks for taking a look at this. I went ahead and deleted out those spline references and added the blink pose. Things appear to be working, as far as I can tell. Let me know if anyone finds a problem.
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Ken, I really have no clue on this one. Someone else is going to have to clarify it for us.
BMW X5 - 2004
in Work In Progress / Sweatbox
Posted
Awesome work, Xtaz! How many hours do you estimate it took to model and texture this baby?