sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,052
  • Joined

  • Last visited

  • Days Won

    360

Everything posted by robcat2075

  1. I second that. But nice hands otherwise.
  2. Lotta good looking models there! the rabbit run would need some rethinking if he's really going to move that fast, but for a camera test it gets teh job done.
  3. As a proof of concept, that looks pretty successful!
  4. select the splines and in the properties for the group set "render as lines" ON
  5. This hypothetical program could probably insert the Apply before action tag beforeaction=true as well.
  6. I think the macro or diff/merge solutions are going to be too case specific and you're going to spend too much time on them. I would say table this until we have time to write a little program that covers all situations.
  7. that's a lot of nulls. A dedicated textprocessing app is the most likely solution. We just need to find someone with some free time to write it. I can't get to it for a couple months What's the moving of bones for?
  8. It is possible to apply a decal from the camera view in the chor, so possibly you could apply decals to a mesh that has been distorted. The fade-in/fade-out is something you'd have to achieve by editing the channels for the decal after the fact in the PWS. I forget the exact workflow for applying decals from the camera view. THere has been a discussion of it on the forum several years ago. Look for "camera mapping"
  9. Since you can click and drag on those number boxes to rotate a group, I think those should be displaying updated numbers as you rotate. report that as a bug to AMreports. I dont' have V15 yet so I can't test to see it it is fixed in V15.
  10. Look in the Project Workspace. THere's an "eye" icon for each model in your chor. you can turn it off to hide a model.
  11. Good news and bad news.... the good news is Rigger ran fine for me. I sent you a link to the rigged model. you can edit you post above to take your link out. the bad news is I don't know why it didn't run for you. You're on V15 andI'm on v13 but other people have used V15 with success. when you have time you might try running rigger with everything set to "dont' rig" except "spine" and see if it still crashes. If it doesn't try adding a few more body aprts until you find the one that crashes. if it does crash with "spine" on try a different body part and see if it still crashes. you can at least find out if it's Rigger itself or a specific body part that is the problem. I've only crashed Rigger when I've been writing my own TSM scripts and mispelled a bone name. But I presume you aren't doing that. Have you added any other 3rd party plugins to hxt?
  12. Yup, as noted earlier in this thread Panther is the last Mac version TSM2 worked on. Hopefully someday someone will acquire the code for TSM2 and update it for current MacOS
  13. post the file
  14. Here's my alternate script for the thumb. go back to the version of your character you saved before you ran Rigger and run Rigger on it with this script in the scripts folder. advthumb.txt However, I loaded up the ogre and those fingers work. You turn on the rotate manipulator on the last bone and you turn the blue ring to bend the last joint.
  15. The one example of an "advanced Property" I see enabled in TSM2 is "with lag". I guess you tried "with apply before action" and got nothing? It probably isn't in there if they didn't need it for TSM2.
  16. I have no idea what that is, but good luck with it! TSM2 (now free) has many options for strange, oddly configured creatures.
  17. I didn't say it was easy, i just said that was the ideal. Maybe someone found a killer action done in AM2001 that they wanted to use with a character they had boned in TSM. If the scripts used the same components. I'm just brainstorming here. Who knows what crazy stuff pepple will do if you make something possible. TSM FLipper won't flip CP assignments, but perhaps Stephen Gross' Mirrorbone can be used instead.
  18. I've never installed AM2001 since TSM did everthing AM2001 did and more. Well, if your changing the component bone names then anything goes as far as adding bones to the components. My reason for finding a pure scripting solution was so that AM2001 could be installed on the same geometry bones that you would put in for TSM2. Bone your model once and rig it with different rigs with different scripts. The scripts would create control bones that looked like AM2001 control bones to the animator but they'd be driving TSM2 geometry bones. Transparent to the user.
  19. I thought you were doing squetch. I didn't know AM2001 could even be installed in anything other than a T pose. Ok, add a dummy hidden bone to the arm component that is pointing straight out. The user never moves it, never attaches anything to it, but scripts can reference it for any straight out orientation needed. If some one runs a script that is not AM2001 the bone will be ignored. There may still be a pure scripting solution.
  20. another idea... the arm hinge seems to be on an unoffset aim at constraint from the shoulder to the wrist. What if the arm hinge and its child bones were created in the orientation of the upper arm, then you could easily use the orientation of "body" for that elbow controller. THEN after those have been created the scripting does the aimat constraint and pulls the arm hinge into position, I presume its child bones will follow with it. make sure any constraints that target these moved bones are scripted after the above. Alternative I'd consider... is there some other mechanism to control the IK arm besides this particular scheme? Something that would appear similar to the animator but do its job without this exact arrangement of bones? there have to be a dozen variations on IK arm out there.
  21. Here's the last dirty trick I'd try after absolutely all else had failed... you could put the relevant scripting for that problem bone in a body part that isn't mirrored like "spine" or "neck". You'll have to explicitly script the left and right versions but that will solve the probelm of rotation being different on left and right sides. I'm not sure what order the scripts are executed, if "spine" is executed before "arm" and your bones will need some parents that "arm" was going to create, then you might create some temporary bones in the correct position that are then later duplicated by "arm" then discarded. If "Spine" references bones that "arm" hasn't created yet it will crash. and all the vice versas for the above.
  22. since it doesn't matter that the upper and lower arm are of equal length and therefore it doesn't matter that the elbow controller is not pointing directly at the elbow, does the exact 90° angle matter? what does bicep orient influence? If I make it visible and drag it around nothing moves.
  23. Thanks Robert, your help is much appreciated. That's a poser... If we knew the character would always be modeled with straight arms we could base the orientation of elbow controller on "body" and not need to use "rotation" which is doing some funny mirroring. If we knew the character would always be modeled with bent arms like the above we could start elbow controller from the middle of arm hinge and place the end point at the start of the lower arm, also eliminating having to use "rotation". If I were trying to debug the script you have I would find some way to not use duplicate of "arm hinge" because when arm hinge gets flipped by rigger it's XYZ view of the world is flipped also. Just a theory, I haven't tested that. And there really isnt' anything about elbow controller that is a "duplicate" of arm hinge after you're done with it. How important is the initial roll of arm hinge? is the roll handle pointing up, forward or back in the view you posted? It's possible if arm hinge were created with a different initial roll position, the apparent flipping of elbow controller wouldn't happen.
  24. Okay thanks. Can't bend the fingers too with advanced or otherwise. Even the model from the .hxt can't bend the finger. When I bend it the whole finger bends straight. I have the same character, the fingers work. Are you sure you're turniing the blue ring? they dont' have anyone on staff now to update it and fix bugs.
  25. If you rigged with regular fingers (not "advanced") the one bone controls all 3 joints evenly. advanced fingers have a bone for the first joint and a bone for 2nd/3rd.
×
×
  • Create New...