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Everything posted by HomeSlice
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Please explain your problem in more detail. I opened up you model and the only thing I found is that your fan bones are not constrained to orient like anything (they have Translate To constraints on them), so they aren't moving when you move your arms. Also, the CP weighting does not appear to be finished. Other than that, everything looks fine. Shoulders are always a challenge. Everybody seems to have their own solution to make the shoulders deform smoothly and you will probably find many of those solutions on the forum. If you don't like the way the bicep rotates when you bend the forearm, do this: In your rigged model, open the Rigging -> Limits relationship. In the list of bones under the Limits relationship, find "Left Forearm" and "Right Forearm", they will have Euler Limits constraints. Set the Euler Limits as follows: ---------- Minimum: x = -180 y = -180 z = -180 ---------- Maximum x = 180 y = 180 z = 180
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Congratulations on the volumn control. Presentation may be the last little bit of the production process, but I think presentation is a biggie.
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Very nice largento. Please keep going. It is inspiring to see you keeping your nose to the wheel.
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I'll do that Mark, but I want to understand why. I don't understand "Z Singularity" or "Roll History" that well, even though I've read their descriptions in the help file. Thanks.
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Arms fixed. Updated LiteRig and RobbyLite are in the first post. Thanks guys
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That's great Steve392. Thanks for posting a picture and providing feedback.
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Done. Updated project is in the first post. Also updated RobbyLite in the first post. For those who have already rigged a character with a fairly recent version of the LiteRig and would like to have this fix, its very easy. Open the folder for your rigged model and expand the "Foot Control" hierarchies. In the PWS, drag the "Foot Roll Target" bone down the hierarchy so it is a direct child of the "Heel Controller" bone. That's it! There's nothing more you have to do.
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You shouldn't be manipulating the calf bones (shouldn't even be seeing them) unless IK Legs is turned OFF. That one is a mystery That sounds like you best bet. Think of all the great practice you are getting!
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I think the topic was started by Entity. He was using Distortion Boxes to animate treads. Also worked with asymmetric treads.
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I don't know what you mean by "there is no hand control targets" , but you must have done something to them. Deleting a Thigh bone won't affect the hands. I just did a test in a Pre-Rigged model. I imported the bones. I deleted the left thigh bone. Then I created a new bone and named it "Left Thigh". Then I made it a child of "Lower Hips" (just like the Right Thigh bone). Then, in the PWS, I dragged the "Left Calf" bone onto the "Left Thigh" bone, so it and all its children were now children of the "Left Thigh" bone. Then I made sure the "Left Calf" bone was *attached* to the "Left Thigh" bone. Then I saved the model as "TestModel_boned". Then I opened it up in the Install action and exported as "TestModel_rigged". (Make sure you Shift-click on the Force Keyframe button, and then save the action first!) And everything worked fine. Go back to your boned model and try the steps above. If you haven't messed with any bones other that the Left Thigh hierarchy, it should work. (When you are done rigging, you should have three versions of your model: Model_mesh, Model_boned and Model_rigged)
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Doh! Don't know how something like that slipped past us Thanks Nancy. Updated LiteRig is in the first post. Save a copy of your boned model, for backup purposes. Do the installation normally. Then, with your rigged model, open the Rigging -> Limits relationship. In the list of bones under the Limits relationship, find "Left Forearm", it will have a Euler Limits constraint. Set the Euler Limits as follows: ---------- Minimum: x = 0 y = 0 z = 0 ---------- Maximum x = 180 y = 0 z = 0
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I don't know the 2001 rig, but the disappearing bones may be geometry and non-tweaking bones you aren't supposed to touch when you are animating. Often, a rig designer will turn off the visibility of certain bones either under the model's folder or in a pose named "Hide Bones" or something like that. But, again, I am not familiar with the 2001 rig so I am just guessing.
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Yep, it works now. Thanks. Updated LiteRig project and RobbyLite model are in the first post.
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Excellent suggestions Mark, and elegantly implemented too! I didn't even have to change the installation instructions. (though I uploaded a new version of the instructions because I updated the image of the Force Frame dialog box) I made all the changes, but I'm having an issue with the lower spine. When I added the Translate to Lower Hips constraint in a prerigged model, it stretched fine when I pulled the lower hips around. But, when I ran a fresh model through the installation process, the stretching gets ... stuck ... when I pull the lower hips around. When I turn the Main Constraints Off, then On, the bone updates and it does what it is supposed to do. I looked at your model and the freshly exported model side by side and I can't see anything different. I don't know what's going on. Squetching the lower hips is a relative minor feature though, so I'm not going to worry too much about it. Thanks for your suggestions. Updated LiteRig and RobbyLite are in the first post.
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That's great Mark. Its quite a nice presentation or your molecules.
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Way to go Kat! Keep 'em coming. A (relatively) easy way to get 80% of your animation done pretty quickly is to: on frame 0, set keyframes for all the bones you think you _might_ want to move at some point in your animation. pose the character in its first significant pose (I'm defining a significant pose as a pose which involves moving at least three separate bone hierarchies, such as both arms and the torso. go to the time when the character transitions to its next significant pose and copy the previous keyframes to here as well. advance 6 frames in the timeline. copy the previous keyframes to here(again) and then pose the character in the next pose. (all on the same frame) go to the time when the character transitions to its next significant pose and copy the previous keyframes to here. advance 6 frames in the timeline. copy the previous keyframes to here(again) and then pose the character in the next pose. (all on the same frame). Etc...
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OK, I think I fixed all the issues mentioned so far. Updated Project, Instructions and RobbyLite are in the first post. I took out the knee pointers in order to make the rig behave in a more reliable way and to get rid of the circular constraint Mark found. As a result, the legs may sometimes bend backward. If that happens, just grab the Thigh bone and yank it forward. There is now a pose in the Rigging folder named "Show Lower Spine". If you turn it On, you can rotate the lower spine. If you leave it Off, the Lower Spine rolls like the Torso (30%). I didn't change the way the Lower Spine bends though. If you want an arc instead of a straight bend when you rotate the Hips, you can just move the torso back a little and that will cause the Lower Spine to bend.
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Mark I'm having trouble reproducing the problem you are having with the toes. Would you please tell me how you are positioning the model? Edit: Never mind. I figured it out. A fix will be in the next version. Thanks.
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Thanks for taking a look Mark. I'll see what I can do.
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That's what I want to hear You can try to modify it yourself, but re-rigging from a boneless mesh would probably be easier in the long run. Delete all the Control Bones ie. all bones which are not under the Root bone. Delete the Relationships -> Bones container (the Bones folder under the Relationships folder). Do Not delete anything in the User Properties Relationships container. Detach the feet bones from the Calf bones and move them, along with their children, up in the hierarchy - directly under the Root bone, Add a bone called "Left Foot Placer" as a child of the calf bone, attached to the calf bone (size and orientation are not important). Do the same for "Right Foot Placer". Import the model into the updated LiteRig project. Open the action with your model - and follow the normal procedure from there. Thanks. The Carpal Controller moves the Carpal bones in the X AND Y directions. I changed the manipulater options to allow X and Y rotation, but not Z roatation. I have never rotated it using the rotate manipulater before. I would just drag the end of the bone around - and when you do that, it rotates freely for some reason. Anyway, it should be fixed now. Updated project and instructions are in the first post.
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You guys are awesome. You should now be able to fix any backward pointing knees with the knee controller. If it doesn't work, just grab the thigh bone and yank it forward. fixed. Thanks for the sample file! I took out the limits. At least I think I did. At least I intended to ... done. I've been meaning to do that. I feel your pain. I don't know how many hours I've spent trying to get that to work reliably in a way that doesn't complicate the installation process. (This is the *lite*rig after all) For now, I just turned off the stretchy legs. If you want to turn them on, set "Scale to Reach" to ON in the Leg Constraints -> Calf -> Kinematic Constraint. I updated the installation package and RobbyLite in the first post. NOTE: Make sure you SAVE the project (or at least the action) before you export the model. The model will only export correctly if you save the action first.
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A couple of years ago a bunch of NVidia card owners were having that problem, but NVidia fixed the drivers in one of its updates and the problem pretty much disappeared. When was the last time you updated your video card drivers?
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Thanks Mark. I updated my first post.
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You would probably have slight variances in each image due to the differences in camera positions. But Photoshop's pano tools often do a pretty good job of merging photos taken from slightly different perspectives.