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Hash, Inc. - Animation:Master

Morgan

*A:M User*
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Posts posted by Morgan

  1. Well, you'll want to start by rotating and repositioning the wing bones to fit your model as closely as possible. The "fingers" of the wing can just be assigned to the appropriate bones, but of course the tricky part is the "skin" between them. Honestly, I think your mesh is denser than it needs to be. You have four splines between each "finger," but I think you could probably get a similar result with one or maybe two. That would make weighting a lot easier.

  2. SmartSkin and bone weights have some general similarities, but the devil is in the details. I'm afraid it just wouldn't be worth the time it would take to implement, since most people don't use SmartSkin on their lo-res models.

  3. The TSM2 spine has functionality that the TSM1 spine didn't... which also makes it more complicated. It needs all of those bones to work properly. You certainly don't have to assign CPs to all the bones, although I don't recommend the "shrink the last two bones" approach. I'd leave all five approximately the same size, and assign CPs to the first, third, and fifth.

     

    Hope that helps!

  4. The wizard. :blink:

     

    I'm amazed nobody has caught that before now... I guess nobody really reads the manual. If there are any more discrepancies like that, you can safely assume that the wizard is always right.

  5. Okay, here's the fix:

     

    In your project workspace, expand "left foot control." Grab "left foot worker3," and parent it to "left heel control." Repeat procedure for right foot.

     

    This should give you the same functionality that existed in the older rigs. It's not ideal, but it's definitely an improvement.

     

     

    And I'm working on the Mac version of TSM2. I'll have more news on that soon, I hope.

  6. The current downloadable version of TSM2 is always the latest version, so that was probably the same as the "current update" you downloaded. However, I just put up 2.06, so you should probably download that.

     

    There's no need to install 2.05 before you install 2.06. If you already have, the installation program will automatically uninstall it for you.

  7. Note: This is not the latest update. Please check the pinned posts at the beginning of the Anzovin Products forum.

     

    The latest revision of TSM2 is available for download here: TSM 2.06

     

    As always, you should close A:M before running this installer, and you'll need to use your TSM2 serial number to activate it.

     

    Fixes in this version:

    The FK/IK slider for the arms no longer scales the FK bones during transition.

    All sample characters have been updated with the correct FK/IK functionality.

     

    Note: It's relatively easy to fix the FK/IK switching on characters you've already rigged, which will allow you to avoid going back to your pre-rig version. In the Project Workspace, expand "Relationships," then "User Properties Relationships," then the Relationships folder associated with the arm you'd like to fix, e.g., "1 right arm Relationships." Then expand the associated FK/IK Relationships folder, then "Relationship1," and then "Bones." Now expand the folder for the lower arm, e.g., "1 right lower arm." You'll see a "Hidden" property, followed by three scale properties: "Transform.Scale.X," "Transform.Scale.Y," and "Transform.Scale.Z." Delete the three scale properties.

     

    That's it! Your character's FK bones will no longer scale down if you use the FK/IK switch.

     

    If you have any trouble with this, or with anything else related to TSM2, you can always contact me through the forums, or directly at: morgan [at] anzovin [dot] com.

  8. You're entirely right. The scaling effect was a temporary solution we came up with before I got bone hiding working. I should have taken that out once the preferred solution was implemented. I'll have a fix for this shortly -- thanks for pointing it out.

  9. Hmm. Okay, I assume you're looking at the v8.5 "full rigged guy"? Because on closer examination, it looks like this foot twisting issue was introduced in 9.0. I automatically checked the latest (v11) model, saw the problem there, and assumed it was a setup design problem, rather than a bug.

     

    But yeah, it's a bug. According to Raf, TSM1 was basically rewritten between 8.5 and 9.0, so it's not too surprising that this got broken -- although I am surprised that no one reported it at the time. Anyhow, we're no longer updating TSM1, but if you send the file my way, I'll see if I can fix it by hand.

     

    morgan [at] anzovin [dot] com

  10. You might want to post this somewhere more general -- it doesn't seem like it's a TSM2-related problem, and not that many people read this particular board.

     

    Sorry I can't help... there's a known issue regarding TSM2 fingers with Paste Mirrored, but I've never seen it just stop working.

  11. The arm deforms when the character isn't rigged because, well, the character isn't rigged. The arm at this stage is your basic multi-bone IK chain that's inclined to go all over the place if you drag things around.

     

    Once your character is rigged, you shouldn't be trying to rotate the shoulder bone. It's hidden for a reason -- in fact, it's hidden because you can't rotate it directly. If you select "1 right upper arm" and move that, the shoulder bone will rotate to match.

     

    However, on closer examination, I'm inclined to say that you're not going to get the result you want with TSM2 arms. They're not designed for the FK shoulder rotation and limited-axis upper arm rotation that would naturally suit the model, and they are designed to spread out twisting in a way that you probably don't want. The same is true of the legs, for that matter.

     

    I think you might be better off using a custom-designed rig, in this case.

  12. Do I make the foot or heel bones horizontal in TSM skeleton before running TSM Rigger? Or do I make the heel IK control horizontal AFTER running TSM Rigger?

    Before. You should always make any modifications to the base skeleton before running Rigger -- any changes you make afterwards are likely to have undesired results when you turn on TSM Constraints.

  13. Mulls,

     

    Raf and I have discussed this, and unfortunately there isn't an easy solution. The finger system was designed without regard to the potential use of Paste Mirrored, and as a result it relies on roll handle position -- and on Store Roll -- in a way that Paste Mirrored really doesn't support. The finger system would have to be redesigned to work properly with this feature. We'll probably do that for a future update, but in the meantime... well, turning off Store Roll will only make things worse, I'm afraid. If I were you, I'd hold off on keying the fingers until I'd done my walk (or run, or whatever you're using Paste Mirrored for).

     

    Sorry about that.

     

    -Morgan

  14. It's an interface design issue, I'm afraid. The group settings can only be modified on a group-by-group basis, so you need to select your "lo/hi-res" group (under "Weight Transfer Groups," on the left) to be able to change them. In retrospect, it would have been better to automatically select the first group in the list -- since it's generally the only group in the list. Sorry about that.

     

    (Speaking of unintuitive interface design, I suspect that there are probably only a half-dozen people who have ever seen the WeightMover credits. They're practically an Easter egg. :rolleyes:)

     

     

    Whether or not you'll need intermediates depends on your model, really. The issue with weights is their linear interpolation, which can result in loss of volume in joints with large degrees of rotation. Depending on the joint, this may or may not be a problem. If do you try to go without intermediates, be sure to test the full range of motion for your character, or you may hit some snags once you start animating.

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