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Everything posted by robcat2075
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in the chor window>>View>Camera1 In Tools>Customize you can also turn on the tool panel that has view buttons on it.
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Press 1 in the number pad to get the camera view back
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You mean you deleted a camera from the chor? you can drag a camera in the Objects folder into a Chor to add it back. If you mean you just closed the chor you can double click on the chor to reopen it.
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how about a bit more of a V-torso to match the large arms?
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The old legs were a bit on the thin side.
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I though of an experimental way to coordinate time in the air and height of jump. Suppose you want him in the air for 12 frames. Get out a video camera, a camera phone will do, and shoot yourself dropping a ball from various heights and count frames until you find one that takes half that time to reach the ground. The time to jump up is always the same as the time to fall back down, so whatever height it took a ball to fall in 6 frames will be the height Thom needs to rise to in the middle to be in the air for 12 frames.
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Hold on ... I think it's an update problem, for me anyway. Try this. Make the constraint with no offsets and "Translate Only" OFF. After you choose the Aim Target Bone, something goes wrong and some offsets are created. Set all the Translate and rotation offsets in the Constraint Properties to 0 then set X rotation offset to -90 that makes it work as advertised in v17
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Good news and bad news.... I got it to mostly work... in v13 My test in v15 and v17 looks like it's at least partly broken. I'll look at this some more. It's definitely not working properly in v17 for me.
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b was better. The essential problem i see is that he's barely jumping up at all. There's no way he could stay in the air that long with having achieved that little altitude.
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Also make sure the "compensate mode" button is OFF when you select the target.
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I haven't investigated the constraint problem, but a possible alternate solution to your pupil placement problem is to use bitmap images of them in Projection Map materials, whose placement can be animated. see this thread: http://www.hash.com/forums/index.php?s=&am...st&p=313694
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also... if you are getting stair stepping from the 8-bit maps, OpenEXR maps work too. Harder to find a paint program for them however.
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That's quite amusing! I like that.
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I like those jumps. The arc ( more visible on the yellow guy) they go around the first squash pose is a bit unusual. it looks like A but B would better get their mass in front of the legs that have to push them up and forward. They both look to be overshooting their landing. The yellow guy works better because he has that foot out in front to catch him. If you reversed that so the left foot was the one out in front it would be clearer from this angle. The orange guy seems to be bringing his right foot forward to catch himself after landing but I think it's too small and too late to be convincing.
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Hey Lloyd, If you are wanting something to do right now.... that squetchy bouncing ball that bounces off a wall would be good to try. (hint: you can turn the ball any direction you need)
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That is a great tip.... I just figured it was some sort of limitation with using zbuffered shadows that wasnt ever going to be fixed!! thanks. In v17 the ground has this default set properly along with some other things... http://www.hash.com/forums/index.php?showt...ground++default
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Cool tests! I'll note that you can make the shadow on the ground work right if you set the Ground to "Cast Shadows" ON
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this dialog performance stuff is very challenging. Basic body movement notes I'd make... -never move the hips in straight line from one pose to another. Always dip them in the middle a little bit. 99.99% of the time this will look better and i haven't found the .01% where it doesn't yet. it's like a pendulum swinging fast through the bottom and slow at the ends. It's more complicated than that, but that's a starting tactic that always works better than a straight line. notes on hip movement http://www.hash.com/forums/index.php?showt...799&hl=hips - hips typically are not level while we stand. We typically support our weight over one leg and let the other side sag. Classic example: - the shoulders never move alone while the hips remain motionless. A good mime could do it but real normal people don't do that. Typically the shoulders will move to counter the hip movement (think a hula dancer). -In general we tend to slouch from one posture to another and stay in each one for a while rather than soothly morph between them with no pauses.
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OK, given that... I'm not sure I see anything that you've added that requires the post-Rigger bones. Isn't everything weighted to the bones that were already there before Rigger? (that's the way it's supposed to be done)
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My mistake, that's created by TSM. I hadn't noticed that before. That's very odd. But that's good news... I was afraid it was some custom thing you had done on hidden TSM bones. So... you haven't added any fanbones or smartskin to this, everything you've added is for the face rig in the head, right?
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I'm looking at this... what are the relationships for that bend the tip of the fingers backwards?
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So, I need to think of a plan B. Don't do anything yet. Normally none of that should be done with bones that are added by Rigger. Smartskin and weighting should always be done on just the bones made by Builder.
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Whats not 100%?
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This should take 5 minutes at most. If it is taking more than 5 minutes something is wrong. Stop.
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I'm guessing you don't have a pre-Rigger version saved? that's not a rhetorical question. i need to know whether you do or don't before we make the next move.