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Emilio Le Roux

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About Emilio Le Roux

  • Rank
    author of Sweeper

Profile Information

  • Name
    Emilio Le Roux

Previous Fields

  • A:M version
    old version
  • Hardware Platform
    Win 10
  • System Description
    i5 notebook with nvidia gtx 1080ti
  • Short Term Goals
    Know more about current state on the product
  • Mid Term Goals
    Get updated about the product
  • Long Term Goals
    Decide if I go with A:M again
  • Self Assessment: Animation Skill
    Advanced
  • Self Assessment: Modeling Skill
    Advanced
  • Self Assessment: Rigging Skill
    Advanced
  • Programmer
    Yes

Recent Profile Visitors

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  1. Thank you very much! I added an euler constraint to my forearm and it worked.. but I found it a little unreliable (the left arm worked fine but the right arm gets scrambled. And the legs didnt work (they still 'snap'). Then I tried a Spherical limits constraint, just raising the minimum latitude from 0 to 1, and it now works smoothly, no snapping! Thanks for your help!
  2. I have been using a modification of the skeleton 2001 for several years. The only problem I see often is the 'snapping' that happens when an IK target (say, a Hand Target null) gets a little out of reach of the limb, and back. This little movie was intended to show a hand rig, but there's this little snapping with the forearm. http://www.moscafilms.com.br/temp/hand.mov I took a look on A:M sample models, and I notice this snapping is present too. Maybe some user with experience in rigging got rid of this? I could use some help.
  3. That's fantastic! 470 patches for the head is very good! Thank you for sharing the file.
  4. You can modify the skeleton 2001 as I did. i.e. in Skeleton 2001 (with IK arms ON), The Right Bicep is set to Orient Like Right Bicep Orient. You can use the same bone to orient the Right Shoulder. But to avoid a circularity problem, you have to remove the Right Arm Hinge from the Right Shoulder and parent it to the Chest indeed. (Circularity is when a bone is set to be Oriented like one of its children. You can't Orient the Right Shoulder to the Right Bicep Orient as long as it's its 'grandfather'). So once you un-parent the Hinge from the Shoulder, you can add constrai
  5. The setting for shoulder could be split for left and right - but I didn't feel the need to add this complexity to the setup, at least for my own use. Human clavicle's (shoulders) have a natural trend to follow the arm's motion. This is more noticeable in more 'flexible' or relaxed people, while others (like us computer geeks) use to have more stiff, ungraceful shoulders while we walk . This Shoulder setting reflects this character 'flexibility' on the shoulders. (To make this I had to remove the Arm Hinge from the Shoulder bone and parenting it to the Chest indeed, so the shoulder o
  6. Sorry - please download my rig from the link, not from the embedded upload. The knees on the uploaded rig are messed up. My fault. Here is the link again: www.moscafilms.com.br/emilioleroux/temp/man_.zip
  7. As always I'm late to the party.. yet I wanted to post the rig I am using. You can download a model rigged with it in THIS link. Sorry, I had to remove parts of the face geometry, since it's a specific character I'm working on. Also consider that most bones are shown. I was going to hide some, but i prefered to leave it to you to see. It's a long way modification on Skeleton 2001. So it's better if I make a brief about its major points. I don't like to set too many rig switches and sliders, so I made this rig in a way I like to use always as default. (With IK for arm
  8. I told you to not stop taking your pills.
  9. Sorry if I didn't express myself in a clear way- I've just been playing with the material - i find it really great! But its version is "0.5.2 beta", and it is posted in a six-month old WIP (work in progress) thread, Which makes me conclude that you have plans for it I don't know what are your plans. Making some documentation is a good idea. What I wanted to express is that you made a BRILLIANT tool so far and that you should get it going until you consider it finished, and then take it to its deserved place among the coolest A:M tools, by extending its knowledge to everyone
  10. Hey Aaver! This is very cool! I think I could use this a lot. You should get it going! Cheers!
  11. Do you have a mesh of that? I think that hole you made is among the hardest modeling tasks in AM. Very well done.
  12. Man, that's so cool! I hope to see the commercial soon! It's inspiring to know you got A:M into russian television!
  13. It has been a while since I last posted something here. I was tired of my current WIP, and decided to take a break and model something new for me... Spaceships!! The first were quite crappy. This is about the 3rd. Like it? Regards,
  14. This thread has been enlightening to me. I was feeling I was the only one that didn't use the balance stuff... I use the hash 2001 rig but i've tweak it so much it looks like a new rig by now. A bunch of constraints, and I avoid using too much smartskinning. I'm sure TSM is very cool, but I am well trained in rigging by now (there was no TSM before...) and I think training is the best investemt. BTW, what is sonofpats?
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