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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. You already know more than I do! I just finally found the cloth wizard.

    Quote

    I can't find how to constrain the CP to the mass particle if I want to create the softbody cage manually. All that's available is a mass to bone constraint.

    If you create a bone for each CP you can attach the CP to a bone and constrain the bone to the mass.

    But are Masses like bones?... if you select a mass then you select the CPs that are supposed to be attached to it?

     

    I haven't had much success creating springs from scratch. Do you have this problem...

     

     

     

  2. 1 hour ago, ivanbryan82 said:

    Is the spring system dead?

    The tools are still there. If they do not show in your interface, you can add the Dynamics Motion Mode button to a toolbar from Tools>Customize>Commands.

     

    image.png

     

    Add Mass and Add Spring...

    image.png

    In a Pose I was able to RMB>New>New Spring System

    So the tools seem to still be there. I've never used them and am not sure of their potential.

     

    Quote

    Also will there be any tutorial on how to apply softbody in parts of a character? 

    Bullet Soft Body? I'm not sure that's possible since Bullet animates the mesh to be independent of any bones it was attached to.

    Maybe Spring System is for squishy meshes? I've never tried it!

    • exciting 1
  3. Steve @Shelton and I looked at an interesting problem a few days ago. Steve had rigged a new character of his and was SmartSkinning several joints when he realized he had been doing the SmartSkins on control bones, not geometry bones.

    Why is that undesirable?

    Well... control bones are created to consolidate the manipulation of multiple (geometry) bones into one (control) bone. For ease of animating. In the case shown below, TSM has two geometry bones in an upper arm. the first swings around to move the arm forward/back/up down while the second only rotates on its long axis to handle the twisting of the upper arm. this helps mimic the motion of the skin on the upper arm... the skin near the elbow is what moves most when you twist your arm.

    image.png

     

    The TSM2 arm control manages both of those bones' particular motions via constraints, but that means it will do twisting motion the first geometry bone never does.

    image.png

    Additional SmartSkinning COULD be done to compensate for this but... it's easier to do fewer SmartSkins than more.

    So, what to do?

    It is always possible to delete this undesired SmartSkin and redo it on the proper bone. That is entirely doable.

    However, after some experimenting we found that some text editing could transfer the SmartSkin information from the wrong bone to the right bone.

    Loading the MDL file into a text editor we searched on "smart" and paged through the instances until we found the one associated with the control bone "1 left upper arm". Smart Skins are held between a pair of OBJECTSHORTCUT tags.

    image.png

     

    We copied the name of the correct geometry bone "1 left upperarm1" (note the slight difference in spelling) in A:M and pasted it over the undesired control bone "1 left upper arm".

    Then we saved the altered text file into a new model name, loaded it into A:M and tested the arm motion.

    SHA-ZAAM! It worked!

    Be careful not to change anything about the spacing before or after your copied and pasted bone name. That can created odd corruptions of your file.

     

     

     

     

     

     

    • Like 1
  4. I'm always surprised to read that alternative comics artist Robert ("Fritz the Cat", "Keep on Truckin", "Mr. Natural") Crumb is still alive.  He looked old in that documentary-bio that came out about 20 years ago.

    But he is alive, in France.

    NYT has a lengthy profile on his current state...

     

    Even from his refuge in France, the comics artist still makes America’s pulse race.

    14tmag-rcrumb-slide-IQSP-superJumbo.jpg?

    • love 1
  5. 55 minutes ago, Wildsided said:

     first go into the project properties -> general -> additional library directories

    I don't find "additional libraries" under General.

     

    Do you get an hxt file in the release folder?

    I presumed that the "d" was the difference between "debug" and "release".

    If I have VS set to "Debug" it fails to find the 'plugin_64d.lib' which is missing from the SDK

    If I have VS set to "Release" it fails to find the 'plugin_64.lib' which does exist in the SDK

  6. Here is an error I recall seeing previously in VS 2019

    Build started...
    1>------ Build started: Project: GridTurb, Configuration: Release x64 ------
    1>LINK : fatal error LNK1181: cannot open input file 'plugin_64.lib'
    1>Done building project "GridTurb.vcxproj" -- FAILED.
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

     

    I know that lib exists, it's in the SDK, but for some reason it's not getting found?

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