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Emilio Le Roux

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Everything posted by Emilio Le Roux

  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 constraint to the Shoulder->Orient Like Right Bicep Orient. Then, there is the problem of the character not being able to shrug... I created a simple solution for this. I use TWO bones for the shoulder: the Right Shoulder Orient, and the Right Shoulder, this one child of the other. The Right Shoulder Orient is oriented to the Right Bicep Orient, thus obviously driving its child, the Right Shoulder. But this Right Shoulder is free to manipulate, and it's the real parent of Bicep, forearm, etc. I posted this skeleton on this other thread.
  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 orient bone can freely follow the arm hinge orientation without circularity) Now, If the human wants to intendedly extend his arm, as to reach something that's beyond the arm's reach, it's natural that he extends also his shoulders. This should not be controled using the Shoulder settings, but by manipulating the Left / Right Shoulder bones themselves. (NOT the Shoulder Orient bones. They should stay hidden). Shoulder shrug and other intentional shoulder movements can also be done this way. I've built this rig along years to best suit my needs - of course these need will change from one user to another, so feel free to play with it and see what you like. Don't forget to take a look on the feet
  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 arms, legs, spine, feet and hands, etc). The model is easily poseable by using: Chest target Left and right feet, hand targets. Elbow and knees orient bones. Upper body (Should be called "Body" but I kept the former name) Hips target Head target. Some highlights, in the order of which I like most: No smartskin, so it's completely reusable. Spine: The spine uses a ridiculously simple and effective system and is driven only by moving and rotating the Chest Target. Doesn't have cogs: I just had the different spine bones aim to different child targets of the Chest Target. Feet: The feet targets point to the FRONT (i dont really like them pointing down). The heel can be raised by rotating the Left/ Right Heel Handle bones. The feet stay on their tips trying to reach their targets. (try picking the UPPER BODY bone and raising the model above the floor). Also, it's possible to pose the toes in several ways only by manipulating the Toes bones (children of feet targets). Shoulders: The left and right "Shoulder Orient" bones follow the arms automatically and should remain hidden. Their children bones Left and Right "Shoulder" are the real parents of the arms and are shown for further manual shoulder adjust. There is a slider to set how 'stiff' are the shoulders following the arms orientation. The eyes: Muscle bones keep the eye contours and eyelashes oriented in a natural way together with the eyeball, yet it's a simple feature with just one bone, one orient-like for each eye. Try moving the eyes target. Fingers: I didn't like to use the finger main bones' ROLL to curl the fingers, so I put a little bone on the tips on the fingers that do this. This way the fingers main bones are free to roll and rotate at will. (with the former method, posing the thumb was very painly). Hips: The hip target bone helps positioning the spine and pelvis in a flexible way. The hip joint 'smoother' bones are 4, and not particularly elaborate, but i didnt want to smartskin the hips. Arms and legs: there are several 'twist' bones to simulate the way the skin rolls progressively along the limbs. But their can be removed for simpler solutions. To avoid smartskin in elbows and knees, there are little bone that stretches and acts like tendons. They use some of the twists bones above as targets. Also, there are biceps and thigh muscles that bulge by bending the arm. Of course these are accesory. The head target: I prefer it pointing to front so I can add a target for it. To do this I added a child of this target who points up, and have the head be oriented like it. (I use this 'children-targets' method a couple of times on this rig) About balance: I never used it. I was keeping them in case I wanted to use them some day, but now after some 5 years I'm about to remove all the balance bones. I hope you like some of the solutions. man_.zip
  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 as far as possible, perhaps creating a page of its own, etc, etc... ;D Cheers,
  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?
  15. I wanted to say this earlier... That's fantastic, Aaver!!! Thank you for this!
  16. Please forgive my lack of sense. It's very late. In the above sentence, I'm refering to the ARM 'RINGS' or cross sections from the shoulder to the hand. They are already rolled to achieve the 'palms down' modeling position which is rather a little tense. So, when the model goes 'palms pointing front' which is a more relaxed position, the rings return naturally to the 'unrolled' position. Well.. i'm rolling this all... in a short resume, it helps rigging. Thanks for your comments.
  17. wireframes... rather simple IMO. I like to draw splines but I feel an undescriptible pleasure on deleting the most of them I can. So, my fingers are made from 4-point sections and the nail is made from the hole at the end of them. The arm circunference is 8 CPs and so on. By the way, the latest change I made on my model was to have its 'rings' rolled ON the model, so it rigs better later. I stole that idea from Yves fantastic woman model. Thanks, Yves. Total count: 2452 patches. Some other clothes in progress.
  18. And this is probably more close on how the story will be rendered.
  19. This is one of the main characters for a series project I'm working on.
  20. Once again, awesome work. say, just for curiosity: are you trying the model with some rigging as you model it, or you're just modeling for now?
  21. Wow, then you got really close to this pic. I am very surprised for the fact you never watched Get Smart, the series. here's a page about Barbara Feldon, although she's older in these pics. The resemblance I found before was more probably because of Mila's retro hairstyle. http://www.triviatribute.com/barbarafeldon.html
  22. I've already said this model is fantastic! And now I just STOLE a solution from it! I noticed you kind of 'rolled' the forearm's cross section splines from the elbow to the hand. I think this was very clever! That's the idea I was missing. So, when the hand rolls back to a more natural position (which would be with palms pointing to front, for instance) the splines will be straigth. This is great for decaling the way I'm currently doing, slicing the model in front and back stamps! now I can easily tweak the geometry so the palms are flat in the back view. Just to mention... the face and haircut you just showed remembers me A LOT that Agent 99 from the old Maxwell Smart series. Remember her? beautiful woman.. only black haired. Thanks Yves! your work is inspiring.
  23. Fantastic, and voluptuous. I'd really like to see a wireframed render of her! If you are confortable with this of course. Excellent work.
  24. That was a good idea indeed. I haven't thought about using the plugin for things like that!
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