Jump to content
Hash, Inc. Forums

Steven Cleary

Forum Members
  • Content Count

    170
  • Joined

  • Last visited

Community Reputation

0 Neutral

2 Followers

About Steven Cleary

  • Rank
    Journeyman

Previous Fields

  • A:M version
    v19

Profile Information

  • Location
    UK
  1. Hello Dhar, Following on from Mark's suggestions, I am further developing the Head Gizmo, so keep your eyes peeled for possible changes in the not too distant future. Here are the basic rules for installation: The installation rig in the Zip file contains bones for the features of the face but not the head itself, so keep the original head bone of the model and delete its children. Right click the model you are working on and go to Import > Model and select the Head Gizmo. In the bone hierarchy in the Project Workspace, make the XHead bone a child of the existing head bone. Yo
  2. Hello Mark, I was unexpectedly busy over the bank holiday weekend, hence the delay in getting back to you. The middle lip nulls' parent bones are aimed at the mouth corner nulls and I think they move in a fashion that mirrors my observations and gives predictable results. I may have placed the cheek bones too close to the teeth (in them, infact), so I'd move them a little to the sides which in turn makes the middle lip nulls move more sideways. If you think that the lips aren't moving quite right in a head you are rigging, have a little experiment with where the cheek bones are loc
  3. Depending on how satisfied people are with the new changes and if they have any more ideas/suggestions, I think it's pretty much there. I'll just have to go through it a few more times to check for any anomalies and then write up a short installation/user manual. Not to my knowledge, but I have seen his books on library shelves before and thought "how far removed am I?". I then thought "hmm... not science fiction" and walked out. Steve.
  4. Hello Mark, The best position for the cheek bones to be in is at 90 degrees pointing straightforward or alongside the back teeth and you can make them any length. You need to test to see if the lip nulls start to come back in on themselves when the lips are pursed, then adjust the Mouth_Stretch_Curvature slider accordingly. The amount of curvature also depends on how pointy the lips are (which should relate to curvature of the teeth). Only the start of the bones should be manually adjusted; the end must always lie on the end of the lip bones. If all else fails, you can always go b
  5. Hello Mark, I’ve had another think about the mouth bending round the teeth when stretched and I’ve come up with a solution which you can find below: headgizmo_v2_sgjd_mouthbend.zip You’ll notice another slider in the model properties under User Properties > Steves_Head_Gizmo which allows you to adjust how much of a curve the mouth does and it is size independent. The cheek retraction bones are now pointing straight ahead and can be moved to any angle just as long as the WCheek and WCheekScaler bones match what the GCheek bones. I think the cheeks work better than before so
  6. Hello Mark, The pose works well and the setup looks nice and straightforward. I don't think I can put this pose in because it's size and shape dependent. While you could scale the timeline curves of each null so that they fit the character you are rigging, I think it might be easier for people to create a new pose themselves to ensure it fits exactly. You may have noticed rotation transformation curves appearing in the project workspace. This is because you may have clicked on the end of the null but as the rotation has a fixed value, the angle stays the same despite what the grap
  7. I like the idea of stretchy guides, so I've given it a go in these new versions of Simple Simon and the Head Gizmo v2: headgizmo_stretchyguides_jawdepth.zip ** EDIT ** Apologies to the 8 people who downloaded the earlier models: while it's not a big error, in my haste to show what a good idea Paul had, I neglected to assign some spline guide control points. I've also repositioned the CJawDepth null to a more convenient place; it was really getting on my nerves where it was before. The Zip file that's there now is the correct one. The single eyelid controls and the jaw depth don
  8. Hello, I've put in two additions as suggested by Paul Forwood and Mark Strohbehn; they being the control guides and a jaw depth control null. I've made the guides render as lines so you'll have to be careful during final renders and make sure the Control_Guides pose is turned off. You may not want the guide splines to be rendered as lines, so you can either adjust the group settings in the Groups folder and turn off 'Render As Lines' in its properties or even just delete the group. The JawDepth null only moves on the Z-axis and all of the mouth controls move with it. headg
  9. To have translate limits on the nulls wouldn't be consistent with varying sizes of models. Say I made the model of an ant - the translation limits start off at a human dimensions and wouldn't be effective at that smaller size. While you could always model at a certain size and scale the model down in the action or choreography, I doubt very much that technique would suit all users of the rig. And like you say, the lack of limits does feel nice and allows for extreme poses. The translate limits that are there are arranged so that they are at zero to ensure the eyelids won't pass through e
  10. I've installed the previous version into a dog and a chameleon with no problems and it works a treat. This new version uses the same main geometry bones so it'll be the same but with better controls. As with all spline heavy models, it's a question of control point weighting between bones to achieve good deformation. (For those who don't know, you edit how much influence a bone has on a mesh by selecting control points in the modelling window, right clicking them and selecting 'Edit CP Weights'. Select all the control points in the left column then in the drop down 'Bone' menu at the b
  11. Hello, Head Gizmo V2 For those who haven't seen my Head Gizmo before, it's a rig for animating the head with as few controls as possible in order to make the animating process quick and easy. Import the rig, position the bones, assign control points and it's ready to be animated; no poses need be setup. I redeveloped the rig so that it uses the translation of nulls instead of the rotation of bones to animate the features of the head. As a result, I've used different techniques that have reduced the number of bones and constraints needed which in turn has made it easier to inst
  12. It's great to know this thing is still being made (for some reason, I thougbt it was dead in the water). You have created a definite feeling of depth in each shot; great use of colour and lighting there. Edges have a fantastic quality to them. The characters move in a marvellously camp way without going over-the-top. Ooo-ahh, I do like that there west country accent. Both voices suit the characters well. Keeping it British with the use of Wham! Heh, I found myself studying Gordon's dancing to see if I could detect any George Michael influence Marvellous movie Mr. Millingen
  13. That's a fabulous model. I didn't really pay that much attention to the subject title, but as soon as I saw the car, I knew what it was from: 'The Pinchcliffe Grand Prix'. That is one of my favourite animations of all time, so I'm quite biased I wish the DVD of that animation was easier to get hold of here in the UK as I'm having a spot of bother getting it. Congratulations on producing such a good model. Steve.
  14. I was wondering if my Hand Gizmo would be useful to this rig? I've now put squetchy functionality into it and it can be varied somewhat. You can find it here for testing. I've only just finished it... well... I had a celebratory cup of coco between now and then... I'd be very interested to hear what it's like to use. Steve.
  15. I've updated my Hand Gizmo and it now includes squash and stretch nulls. The first four pose sliders are mainly meant for use with the 'CFingersL/R' control bones so that you can vary how the two end joints of the fingers bend. The next two adjust how the fingers react to the scaling nulls of the fingers by hiding the two end nulls of each finger and making the base nulls scale the entire finger. The hand nulls scale the whole hand and can scale the fingers as well if you have the 'Fingers Scale With Hand' sliders on full wack along with the 'Hand _ Finger Scale' sliders set to 'Single'
×
×
  • Create New...